Kirby Fighters 2/System: Difference between revisions
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===Perfect Guard=== | ===Perfect Guard=== | ||
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Blocking an attack right as you start blocking is known as a Perfect Guard. A Perfect Guard rewards you with less shieldstun (the amount of time you're stuck in a blocking state), which lets you act faster out of block! | Blocking an attack right as you start blocking is known as a Perfect Guard. You'll know you got it when a yellow circle flashes around your character. A Perfect Guard rewards you with less shieldstun (the amount of time you're stuck in a blocking state), which lets you act faster out of block! | ||
Revision as of 21:53, 26 September 2020
Handicap
Upon selecting your character, you'll be given a prompt to select a Handicap. The options include:
- Very Easy
- Easy
- Normal (Default)
- Hard
- Very Hard
Normal: This is the 99.9% preferred option, and the one that the wiki is based around. It makes everything consistent in regards to damage and health, while not adding any of the side effects from the other Handicap levels.
Easy & Very Easy: Grants the player additional health and damage as well as the ability to Auto-Guard incoming attacks. The Guard Gauge depletes at a slower rate.
Hard & Very Hard: Decreases the player's health and damage output while also causing them to take increased damage. The Guard Gauge depletes at a faster rate.
Health
Player health is the same throughout the cast, except for King Dedede which has an additional 30 health. The amount of starting health changes based on two factors; Handicap level and number of players.
Assuming that each player is playing on Normal Handicap, health would look like this:
Kirby Fighters 2 Health | |||||
---|---|---|---|---|---|
2 Players | 240 | ||||
3 Players | 220 | ||||
4 Players | 200 |
Guts
Upon reaching or going under 20% of your total health, your healthbar will start flashing red and your character will look tired. During this time, all damage taken will be decreased by 20%.
Guard
Pressing L or R will cause your character to block incoming attacks starting on frame 1. A gauge will appear that decreases the longer you block. The gauge will slowly regenerate over time when you're not blocking.
If the gauge is fully depleted, your character will be stunned and unable to act for a short time. The stun duration can be shortened by mashing buttons/direction inputs. Your Guard gauge will go back to being full after the stun wears off.
Perfect Guard
Blocking an attack right as you start blocking is known as a Perfect Guard. You'll know you got it when a yellow circle flashes around your character. A Perfect Guard rewards you with less shieldstun (the amount of time you're stuck in a blocking state), which lets you act faster out of block!
Dodge
Inputting a direction while guarding causes your character to dodge either left or right while having invincibility. You can also dodge in place; typically known as a "spotdodge." Although you become invincible on frame 1, there's a small gap of vulnerability at the end of the dodge to where you can get hit.
- Forward/Backwards Dodge: 34f (Invincible from frame 1-27)
- Spotdodge: 28f (Invincible from frame 1-21)
This information applies to every character, except Bell. Bell cannot Dodge or Spotdodge.
Directional Influence
Directional Influence (DI) is the act of moving while getting hit by the opponent's attacks. Upon getting hit or being combo'd, you have free movement on the ground or in the air to potentially escape!
Depending on the opponent's tools and options, you'll need to think whether to DI away or towards them so that they have a difficult time following up. This adds a layer to the player vs. player mindgame in reading your opponent's DI and punishing them for trying to escape!
Crouch
Certain attacks will miss entirely against someone who is crouching. This applies to everyone, except King Dedede. :(
Below is a list of moves that can be avoided by crouching:
Crouch Avoidable Moves | |
---|---|
Sword |
Drill Stab, Spin Slash, Twister Slash |
Bomb |
Target Throw (Point blank) |
Staff |
Jab, Back Jab, L-R Jab, Raging Staff (Except the ender) |
Fighter |
Spin Kick (2nd and 3rd kick) |
Beetle |
Spiral Horn |
Bell |
Twin Tinker (Projectile) |
Archer |
Shot, Snipe Shot |
Parasol |
Parasol Swing (Point blank) |
Wrestler |
Rolling Sobat, Flying Dropkick (Followup hits), Meteor Plancha (First hit) |
Ninja |
Knife Throw |
Whip |
Whip Tornado |
Bandana Waddle Dee |
Multispear Thrust (Ender), Waddle Copter |
King Dedede |
Dedede Hammer Throw (Projectile), Head Slide (First hit) |
Meta Knight |
Piercing Slash, Meta Spin Slash, Mach Tornado, Shuttle Loop, Hover (Hit) |