Kirby Fighters 2/Ninja: Difference between revisions
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|description= *Kirby Throws a Kunai. It does not cause opponents to flinch, but they do take a small amount of damage. Alternating between this attack and moving forward very rapidly throws them at a blistering speed when done correctly ( | |description= *Kirby Throws a Kunai. It does not cause opponents to flinch, but they do take a small amount of damage. Alternating between this attack and moving forward very rapidly throws them at a blistering speed when done correctly (also called "stutter-stepping"). It can surprise the opponent the first time, but most dash attacks can also deflect these Kunais and punish Kirby for throwing them out in some situations. | ||
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Latest revision as of 20:20, 14 June 2021
Introduction
Ninja (Unlocked at Fighters Rank 33)
Ninja as an extremely powerful swordsman with great damage, large disjoints, and block pressure, plus a his Knife Throw (5B) projectile that forces your opponent to approach you by beating or trading with a majority of projectiles in the game, usually only losing to ones that have been charged. In general, you want to be using 5B in neutral, and using Shock (5[B]) to win air-to-air and to start combos into Blossom Storm (82B).
Moveset
Knife Throw 5B Shing shing shing, shwing! These things are fast! Shing shing shing, shwing! These things are fast!
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Shock 5[B] Yeah, it looks pretty slow, but it hits pretty fast for such a damaging move. Yeah, it looks pretty slow, but it hits pretty fast for such a damaging move.
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Quad Shock c.5[B] Those four hitboxes put the "Quad" in Quad Shock. If all of them hit, you'd be scared, too. Those four hitboxes put the "Quad" in Quad Shock. If all of them hit, you'd be scared, too.
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Stealth Slash 66B A bit less cool as the ones in the movies. Also, a bit more risky as it doesn't instakill your opponent. A bit less cool as the ones in the movies. Also, a bit more risky as it doesn't instakill your opponent.
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Ninja Kick j.2B FOOT DIVE! FOOT DIVE!
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Smoke Screen 2B SMOKE BOMB! SMOKE BOMB!
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Blossom Storm 82B Those flowers are beautiful AND painful! What's a rose without its thorns? Those flowers are beautiful AND painful! What's a rose without its thorns?
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Air Drop c.6B/c.8B (Air OK) Very fun move! What goes up... Very fun move! What goes up...
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Wall Cling 4/6 against a wall The ninja must be patient. The ninja must be patient.
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Wall Strike B during Wall Cling Aggressive. Aggressive.
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Wall Jump A during Wall Cling Agile. Agile.
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Clone Technique 2L/2R right before getting hit GASP! A Substitution! *cue fight scene longer than it should be* GASP! A Substitution! *cue fight scene longer than it should be*
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Neutral Gameplay
Ninja's Knife Throw (5B) is an extremely powerful projectile, not for how much damage it does, but for how it's fast, low-commitment, and destroys other projectiles (especially ones that aren't/can't be charged) that are much slower, meaning Ninja wins the interaction from a distance. Notable examples include Bomb, Magolor, and Water.
5B is also a great pressure tool against characters who don't have projectiles of their own, such as Whip, Hammer, or Sword. This forces them to approach, meaning you can 50/50 with Stealth Slash (66B) or Shock (5[B]), or running up to them and using Air Drop (c.6B/c.8B). 5B is a powerful Ninja tool has, akin to Fox's Laser in Melee. Use this whenever there's any space between you and your opponent. Generally, you'll want to do 5B, jump, 5B twice, land, then repeat. This rhythm shoots knives at 3 different heights (Low, High, then Middle). If you mash both A and B over and over again, chances are that the two knives shot in the air will be around the same height, but if you jump higher they'll likely differ in height, covering more vertical range.
With 5B projectiles flying across the screen, your opponent may go for dash attacks to approach. If you think they're going to try it, use Blossom Storm (82B) to dodge their attack from above and strike with your own that sets up for j.5[B] pressure. It's worth noting that even if you use j.5[B] as soon as you leave the ground, the hitbox is always active. Ninja's best trait is how well he can trade with his disjoint and usually outdamage his opponent, or if it doesn't, you will put them into a combo situation.
Combos
- Aerial Shock (j.5[B]) > Smoke Screen (2B) > Stealth Slash (66B)
- Extremely close range only, has to be a jump in
- j.5[B] (slash) > 5[B] (both the slash and the shockwave)
- CLOSE RANGE ONLY, deals as much damage as the combo below
- j.5[B] > Blossom Storm (82B) (Mid-Close range only)
- Use this whenever your standing 5[B] won't connect
- j.5[B] > 66B (Any range)
- Use this when 82B won't connect
- 2B > j.5[B] > 82B
- 82B > j.AB
- In the corner, can continue with j.5[B] and 82B
Platform Combos/Unblockables
- 82B > 66B
- Below the platform, your opponent is above or below
- 82B > aerial Air Drop (jc.6B/jc.8B)
- Your opponent blocks 82B on a platform, Unblockable set up
- 82B > fall for a few frames > jc.6B/jc.8B
- Opponent blocks 82B up close, unblockable set up, possibly not true
Corner Combos/Infinites
- j.5[B] > 2B
- Repeat forever
Blockstrings and pressure
Synopsis: Generally you want to continue Ninja's extreme guard pressure with Stealth Slashes (66B) and Blossom Storms (82B), while using aerial Shock ( j.5[B]) to make sure they don't feel safe jumping, and Air Drops (c.6B/c.8B) so they don't get too comfortable blocking. It's worth noting a lot of these chain into themselves, which can be used to apply pressure over and over. Also worth noting is these work anywhere on stage, not just the corner.
66B > j.5[B] > 5[B] > 5[B]
66B > j.5[B] > 82B > c.6B/c.8B(if close) or 66B(if far)
j.5[B] > 6B (Close)
j.5[B] > j.5[B]
j.5[B] > 66B > 82B > Smoke Screen (2B) > 6B (close)