Kirby Fighters 2/Magolor

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KF2 Magolor.png


Magolor (Unlocked at Fighters Rank 39)

he's a silly fella. You know.

Strengths and weaknesses

Strengths Weaknesses
  • Great zoning
  • Once Gem apple is set it controls that part of the stage, does a lot of damage and has a huge hitbox.
  • Has the best escape option in the game
  • Dash attack combos can do a lot of damage
  • Has more grab range than everyone else
  • Doesn't have a good landing option
  • Doesn't have a fast close range normal
  • Is wanted for many war crimes in 69 countries


Magic Sphere
5B (Air OK)
KF2 Magolor Revolution Sphere.png
Damage Startup Total Frames Attributes
10 10 - -
  • Magolor shoots a purple orb that you can control by holding up or down.

Fairly basic zoning tool. Being able to pilot it up and down make it great for catching people in the air or staying above the ground during your zoning.

Revolution Orbs
5[B] (Air OK)
KF2 Magolor Revolution Orbs.png
Damage Startup Total Frames Attributes
18 35 - -
  • Magolor shoots a circle of purple orbs that cannot be controlled, but travel further and have a larger hitbox.

Since this move is transcendent, it can be used as an effective tool for winning zoning war. Also, if the opponent is in the corner, this will do more damage than Revolution Flame. There's also some tech with Magolor Surge.

Revolution Flame
5{B} (Air OK)
KF2 Magolor Revolution Flame.png
The good old days, when HAL would forget to make boss attacks reach the corner.
The good old days, when HAL would forget to make boss attacks reach the corner.
Damage Startup Total Frames Attributes
16 (4 on each additional hit) 68 - -
  • Magolor shoots a circle of fireballs that travel a further distance than the other two attacks, carry the opponent with it, while dealing additional damage the longer they are carried.

Can be huge if you have time to charge it. Your opponent gets pushed back to full screen if they block it (unless it's bell or a perfect shield) and it's high advantage gives Magolor time to set up shop. Note that they can roll through it, though.

Deadly Needles
KF2 Magolor Deadly Needles.png
Magolor laughs at your pressure gaps
Magolor laughs at your pressure gaps
Damage Startup Total Frames Attributes
13 13 - -
  • Magolor creates purple spikes that shoot up from the ground on both sides of him, launching and dealing damage.

Has 2 hits for some reason, and the second hit is active after Mag has recovered. This leads to a strike/throw mixup where Mag is guaranteed damage. If the opponent stays in block, Mag could read that with a grab, and possibly get a buddy juggle Gem Apple for a ton of damage if the spacing is right. If the opponent thinks Mag is going to grab them, the only way to avoid it is to take the hit. If you read your opponent taking the hit, Mag can convert off of spikes with Magolor Surge. Also an anti air.

Double Deadly Needles
KF2 Magolor Double Deadly Needles.png
Damage Startup Total Frames Attributes
16 47 - -
  • Magolor creates another spike on each side of him, increasing the range of the attack.

Doesn't see much use outside of scaring people out of the air, but Double Deadly Needles Deluxe does that quite a bit better...

Double Deadly Needles Deluxe
KF2 Magolor Double Deadly Needles Deluxe.png
This move used to be absurdly fast
This move used to be absurdly fast
Damage Startup Total Frames Attributes
16 122 - -
  • Magolor summons 2 more spikes on each side, doubling the range.

...But it's still not a good move though. It's really slow, but forces the opponent to respect it, as it's very easy to release on reaction. You don;t get any mixups off of spikes that aren't right next to Mag though.

Magolor Surge
66B (Air OK)
KF2 Magolor Magolor Surge.png
He'll win the race
He'll win the race
KF2 Magolor 66B Hitbox 1.png
Frame 10
Frame 10
KF2 Magolor 66B Hitbox 2.png
Frame 40
Frame 40
Damage Startup Total Frames Attributes
23 (7, 3, 3, 3, 7) 10 - -
  • Magolor surrounds himself with wind and shoots forward.

The heart of Magolor's combo game. It has a massive disjoint everywhere except in front of it, and can still beat a lot of projectiles. If you get an airdodge read, you can combo into another dash attack. Since it can cancel into Gem Apple, you can also incorporate that into your combos since Gem Apple has so much stun while it's moving. If you can carry your opponent to Gem Apple via Surge, it can be a huge damage ender, and get your opponent in the air. Also has tech. If you hold A and B during this move, you'll cancel the endlag into charging an orb while retaining momentum. This is generally referred to as "sphere sliding" and allows Magolor to safely reposition and keep up pressure even after a dash attack whiffs or is blocked.

Gem Apple Bombs
2B (Air OK)
KF2 Magolor Gem Apple Bombs.png
Go my child, hold down the neutral
Go my child, hold down the neutral
Damage Startup Total Frames Attributes
7 (3 on each additional hit) 14 - -
  • Magolor tosses a red gem apple at the opponent, dealing damage up to 3 times if the opponent gets stuck in the lingering hitbox.

This is likely the best move in the game. The longer it stays out, the bigger the detonation hitbox gets. Magolor can't be in hitstun to detonate it, but it can go off on it's own after 8 seconds. Typically, you'll want to avoid having this in the corner so it can control the stage, and you'll want to have the apple between you and your opponent as much as possible. If it's thrown onto center stage it can cover a lot of approach options and make Mag's evasive movement much safer, provided the opponent doesn't read it. A lot of experienced players will run into Apple's range and block to bait detonations, so you'll have to take advantage of the threat of apple more than the apple itself a lot of the time. There's also Magolor's biggest X-factor with this move, buddy juggle apple. If it's spaced right, Mag can throw an opponent into an apple's detonation and do enough damage to skip guts outright. Experiment to see what you can find with Gem Apple, it's a very versatile move.

2B, then 2B again (Air OK)
KF2 Magolor Detonate.png
KF2 Magolor Detonate Hitbox.png
*chuckles* I'm in danger
*chuckles* I'm in danger
Version Damage Startup Total Frames Attributes
Uncharged 13 1 - -
Charge Level 1 17 1 - -
Charge Level 2 22 1 - -
Charge Level 3 30 1 - -
MAX Charge 45 1 - -
  • Magolor detonates a previously thrown gem apple that gains damage and range the longer it stays on the ground. The hitbox increases in size from frame 1 to 8, and is larger than the animation makes it look.

Black Hole
KF2 Magolor Black Hole.png
Almost useless. Almost
Almost useless. Almost
KF2 Magolor Black Hole2.png
Damage Startup Total Frames Attributes
32 (2 per hit) 111 - -
  • Magolor tears a rip in the fabric of reality to create a black hole that deals constant damage to anyone standing inside.

This can be used to put a ton of active frames on a platform. Can be used as a compliment to Apple, (temporarily) covering some positions apple isn't. But the hitbox is smaller than it looks, and it's a relatively slow move.

Ultra Sword
[2]8B (Air OK)
KF2 Magolor Ultra Sword.png
It's a good day to not have joycon drift
It's a good day to not have joycon drift
Damage Startup Total Frames Attributes
20 83 - -
  • Magolor summons the Ultra Sword and swings it down in front of him. This move does not have a hitbox point blank and will whiff.

Charge move like Flash Kick. (or Rising Tackle for you smashers) I'm sure there are setups or airdodge frame traps with it, but you could just do it raw and make chat and comms freak out.

Dimensional Vanish
j.Any Direction + L/R
KF2 Magolor Dimensional Vanish.png
Yep, he's a Kirby boss
Yep, he's a Kirby boss
Damage Startup Total Frames Attributes
N/A - - -
  • Magolor teleports a large distance in the air and gains a good amount of invulnerability along the way.
  • Can only be used once while in the air.

This move makes Mag's disadvantage state ALMOST nonexistent. It's frame 1 invincible and travels a really good distance. However, due to how often it comes up, it won't be long before people start punishing you for teleporting. In order to safely get away with this, you'll need to mixup when and how you teleport. But whatever you do, DON'T GET CAUGHT WITHOUT TELEPORT!!! If you teleport and you don't land, you don't have it, and Mag has a ton of trouble landing without it.

General Moves

Y (or L/R + B)
KF2 Magolor Grab.png
Damage Startup Total Frames Attributes
0 8 52 Unblockable
  • Magolor leans forward to grab the opponent.
  • If two players attempt to grab each other, the grabs will clash and both players will be pushed back.
  • Longest range grab in the game.

Y (or B) after Grab
KF2 Magolor Throw.png
Version Damage Startup Total Frames Attributes
Throw 14 4 37 -
Throw + Wall/Player hit 22 (14, 8) 4 37 -
  • Magolor throws the opponent in the direction he's facing; sending them flying ahead.
  • If the opponent hits the wall or another player, they will take an additional 8 damage.
    • The player that got hit by the flying opponent takes 10 damage.

KF2 Magolor Slide.png
Damage Startup Total Frames Attributes
4 5 35 -
  • Magolor slides forward, low to the ground.
  • On hit or block, Magolor bounces backwards.
  • This attack does not stun the opponent.


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