Kirby Fighters 2/Bell: Difference between revisions

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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.
*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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}}
}}
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  |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.
*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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  |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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}}
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|data=
|data=
  {{AttackData-KF2
  {{AttackData-KF2
  |damage= 20
  |damage= F20~C30
  |startup= 37
  |startup= 37
  |recovery=  
  |recovery=  
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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.
*It can be used if someone is above you on a platform.


}}
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  |attribute=  
  |attribute=  
  |description= *Kirby hops briefly before ringing both his bells.
  |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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  |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.
*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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  |attribute=  
  |attribute=  
  |description= *Kirby brings both bells together before creating a ring of bells around him.
  |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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}}

Revision as of 19:13, 10 April 2021

KF2 Bell.png

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)
KF2 Bell Ring Ding.gif.gif
So you got hit and now are getting mixed up
So you got hit and now are getting mixed up
Damage Startup Total Frames Attributes
21 16 - -
  • 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).
Ring-ding-dong
5B repeatedly (Air OK)
KF2 Bell Ring ding dong.gif
We straight up doing ya Dong
We straight up doing ya Dong
Damage Startup Total Frames Attributes
3 per hit - - -
  • 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.
Ding Finale
2B during Ring-ding-dong
KF2 Bell Ding Finale.gif
9/10 Bellers recommend to not use this move a lot
9/10 Bellers recommend to not use this move a lot
Damage Startup Total Frames Attributes
30 37 - Transcendent
  • 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.
Quick Finale
[8]2B
KF2 Bell Quick Finale.gif
Damage Startup Total Frames Attributes
F20~C30 37 - Transcendent
  • 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.
Sting-ding
2B
KF2 Bell Sting ding.gif
Don't roll in...
Don't roll in...
Damage Startup Total Frames Attributes
23 28 - -
  • 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.
Twin Tinker
66B (Air OK)
KF2 Bell Twin Tinker.gif
This move has some tech.
This move has some tech.
Damage Startup Total Frames Attributes
18 9 - Crouch avoidable
  • 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.
Tinker Melody
5[B]
KF2 Bell Tinker Melody.jpg
The Croc shield break incident
The Croc shield break incident
Damage Startup Total Frames Attributes
28 - - -
  • 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.
Bell Block
L/R (Air OK)
KF2 Bell Bell Block.jpg
Go ahead, hit it, since you wanna act like a ding dong
Go ahead, hit it, since you wanna act like a ding dong
Damage Startup Total Frames Attributes
8 - - Counter
  • 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.

Hats

General
Controls
Stages
System
Characters
Sword
Bomb
Staff
Artist
Fighter
Yo-Yo
Beetle
Bell
Archer
Parasol
Cutter
Hammer
Beam
Wrestler
Ninja
Whip
Water
Bandana Waddle Dee
Gooey
Magolor
King Dedede
Meta Knight