Kirby Fighters 2/Bell: Difference between revisions
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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 to close. When using Twins tinker you can control how much you love forward or backwards, usually you want to go backwards. 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 have 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 regular block. 2B is great to catch rolls and air dodges and good to 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== |
Revision as of 19:57, 10 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.
Moveset
Ring Ding
5B (Air OK) |
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Ring-ding-dong
5B repeatedly (Air OK) |
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Ding Finale
2B during Ring-ding-dong |
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Quick Finale
[8]2B |
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Sting-ding
2B |
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Twin Tinker
66B (Air OK) |
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Tinker Melody
5[B] |
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Bell Block
L/R (Air OK) |
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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 to close. When using Twins tinker you can control how much you love forward or backwards, usually you want to go backwards. 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 have 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 regular block. 2B is great to catch rolls and air dodges and good to 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)