Kirby Fighters 2/Ninja

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KF2 Ninja.png

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(j.5[B]) to win air-to-air and to start combos into Blossom Storm(28B).

Moveset

General Moves

Neutral Gameplay

Ninja's Kunai is an extremely powerful projectile, not for how much damage it does, but for how fast and safe it is to use, as well as the fact that it destroys other projectiles that are much slower, meaning Ninja wins the interaction. Notable examples include Bomb, Magolor and Water.

Ninja's Kunai is also a great pressure tool vs characters who cannot shoot projectiles of their own, such as Whip, Hammer, or Sword. This forces them to approach, meaning you can 50/50 with dash attack or j.[B], or run up grab. This is a powerful Ninja has, akin to Fox's Laser in Melee. Use this whenever there's any space between you and your opponent. Generally you want to do kunai, jump kunai kunai, then kunai. (The input is mashing both A and B over and over again.)

Your opponent may see Kunais flying across the screen, and go for dash attacks. After you successfully bait it out, use Cherry Blossom to go over it and deal your own damage, which sets up for j.[B] pressure again. It's worth noting that even if you use j.[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

j.5[B] into 2B into 66B (Extremely close range only, has to be a jump in)

j.5[B] into standing 5[B] (the first hit and the shockwave) (CLOSE RANGE ONLY)

note: Deals as much damage as the combo below, however can be used to not stale your Cherry Blossom

j.5[B] into Cherry Blossom (Mid-Close range only)

note: Use this whenever your standing 5[B] won't connect to not stale it

j.5[B] into 66B (Any range)

note: Use this when Cherry Blossom won't connect

2B --> j.5[B] --> Cherry Blossom

{Platform Combos/Unblockables}

(You are below the platform, your opponent is above or below) Cherry Blossom --> 66B

(Your opponent blocks the Cherry Blossom on a platform) Cherry Blossom --> Air grab (6B) (Unblockable set up)

(Opponent blocks Cherry Blossom up close) Cherry Blossom --> fall for a few frames --> Air grab (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 Dash Attacks and Cherry Blossoms, while using j.5[B] to make sure they don't feel safe jumping, and your grabs 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] > Cherry Blossom --> (if close) Air Grab (if far) 66B

j.5[B] --> 6B (Close)

j.5[B] --> j.5[B]

j.5[B] --> 66B --> Cherry Blossom --> 2B --> 6B (close)

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