Kirby Fighters 2/Parasol: Difference between revisions
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== | ==Combos== | ||
* j2B j66B 2B | |||
* j2B dash forward j2B j66B | |||
* j2B 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) | |||
* j2B j2B j2B 2B (Corner only) | |||
* j2B j66B j2B j66B 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) | |||
* j2B 5B turnaround back hit 5B (Most effective in the corner, as you cannot true combo out of the reverse hit of the jab but if they block you can immediately turn back around and command throw or regular throw) | |||
==Hats== | ==Hats== |
Revision as of 12:00, 28 September 2020
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, plus he has the unique mechanic among the Kirby abilities of falling slowly in the air without having to multijump. He has a projectile shield by holding 5B, a high-damage long range move with 66B (dashB) which can be comboed into and out of, a fast and high-damaging divekick (j2B) which has big combo potential on hit and leads to grab mixups on block, and a grounded 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 throw that does a bit more damage than a regular throw while allowing you to choose between throwing your opponent to either side or straight up. One of the strongest attributes of Parasol is being able to hover in the air after dash jumping, as you have a lot of control of your drift in the air and can access 66B or j2B at any point in time. This allows Parasol to move in a way that no other character can while airborne, while threatening with one of the strongest horizontal whiff punish tools in the game or a fast safe downward combo starter.
Moveset
Parasol Swing
5B (Air OK) |
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Parasol Shield
5[B] (Air OK) |
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Parasol Drill
66B (Air OK) |
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Parasol Twirl
2B |
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Parasol Dive
j.2B |
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Circus Throw
c.6B/c.8B (Air OK) |
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Parasol Drift
Activates while falling |
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Drift Stall
2 while falling |
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Combos
- j2B j66B 2B
- j2B dash forward j2B j66B
- j2B 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)
- j2B j2B j2B 2B (Corner only)
- j2B j66B j2B j66B 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)
- j2B 5B turnaround back hit 5B (Most effective in the corner, as you cannot true combo out of the reverse hit of the jab but if they block you can immediately turn back around and command throw or regular throw)