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 (5[B]) to win air-to-air and to start combos into Blossom Storm (82B).

Moveset

Knife Throw
5B
KF2 Ninja Knife Throw.jpg
Shing shing shing, shwing! These things are fast!
Shing shing shing, shwing! These things are fast!
KF2 Ninja Kunai Hitbox.png
Damage Startup Total Frames Attributes
3 5 - Crouch avoidable
  • Kirby Throws a Kunai. It does not cause opponents to flinch, but they do take a small amount of damage. Alternating between this attack and moving forward very rapidly throws them at a blistering speed when done correctly (also called "stutter-stepping"). It can surprise the opponent the first time, but most dash attacks can also deflect these Kunais and punish Kirby for throwing them out in some situations.
Shock
5[B]
KF2 Ninja Shock.jpg
Yeah, it looks pretty slow, but it hits pretty fast for such a damaging move.
Yeah, it looks pretty slow, but it hits pretty fast for such a damaging move.
KF2 Ninja Shock Hitbox.gif
Damage Startup Total Frames Attributes
25 3 - -
  • Kirby makes a long slash with a katana. A very quick move, it is a quick option for Ninja out of shield. With a guaranteed 25 damage if it hits, as well as priority against multiple other moves with its semi-deceptive range and quickness, this move is going to be one of the go-tos in competitive Ninja play.
Quad Shock
c.5[B]
KF2 Ninja Quad Shock.gif
Those four hitboxes put the "Quad" in Quad Shock. If all of them hit, you'd be scared, too.
Those four hitboxes put the "Quad" in Quad Shock. If all of them hit, you'd be scared, too.
KF2 Ninja Quad Shock Hitbox.gif
Damage Startup Total Frames Attributes
39 (25, 14) 5 - -
  • Kirby does a short 2 hit combo with a katana. The followup to Shock, it adds an extra 14 damage to the already damaging katana. It knocks the opponent away, but can setup for some useful mixups and option selects in the corner.
Stealth Slash
66B
KF2 Ninja Stealth Slash.gif
A bit less cool as the ones in the movies. Also, a bit more risky as it doesn't instakill your opponent.
A bit less cool as the ones in the movies. Also, a bit more risky as it doesn't instakill your opponent.
Damage Startup Total Frames Attributes
24 (6, 18) 17 - -
  • Kirby dashes forward in the blink of an eye, striking quickly with a katana before sheathing it. This move will not hit for a moment before Kirby begins to sheath his sword. Useful to crossup opponents, although Kirby can be punished before he reseals his sword, as well as after the hits, as Kirby has quite a bit of time before he can make another move.
Ninja Kick
j.2B
KF2 Ninja Ninja Kick.jpg
FOOT DIVE!
FOOT DIVE!
KF2 Ninja Kick Hitbox.png
Damage Startup Total Frames Attributes
20 8 - -
  • Kirby does a diving kick. Simple aerial divekick attack. Very useful to shield pressure an opponent and check for dodges. This allows for more possibilities after a whiffed divekick, whether or not your opponent is near you. A common option is to whiff this move next to an opponent, then immediately 82B. You can cancel this move with an airpuff.
Smoke Screen
2B
KF2 Ninja Smoke Screen.jpg
SMOKE BOMB!
SMOKE BOMB!
KF2 Ninja Smokescreen.gif
Damage Startup Total Frames Attributes
16 10 - -
  • Kirby creates a smoke screen around him. This launches the opponent into the air slightly. If close, can be followed up with Shock, although more reliably Stealth Slash can be used to combo and keep the opponent juggled in the air for more mixups. Note that this move also moves Kirby into the air slightly, which can be both useful and detrimental depending on the situation.
Blossom Storm
82B
KF2 Ninja Blossom Storm.jpg
Those flowers are beautiful AND painful! What's a rose without its thorns?
Those flowers are beautiful AND painful! What's a rose without its thorns?
KF2 Ninja Blossom Storm Hitbox.gif
Damage Startup Total Frames Attributes
30 (10, 20) 10(First)/20(Second) 40 -
  • Kirby leaps into the air, cherry blossoms surrounding him. He then crashes his fan down, creating a small explosion. Kirby will remain in the air after this move, which allows him to go for airpuff followups. This move gets Ninja Kirby out of sticky situations, as well as put him into a more advantageous position. After a Blossom Storm, it is very hard to punish Ninja on a regular block, as he can drop down and use Shock, or wait a bit and Air Drop the opponent. Opponents do not have much choice but to find a way out of the area if they are in the corner, or try and approach on Ninja Kirby's descent outside of the corner.
Air Drop
c.6B/c.8B (Air OK)
KF2 Ninja Air Drop.gif
Very fun move! What goes up...
Very fun move! What goes up...
KF2 Ninja Air Drop Hitbox.png
Damage Startup Total Frames Attributes
20 1 - -
  • Kirby grabs the opponent, leaps into the air, and comes slamming back down. Like most other command grabs in this game, the opponent is sent away from Kirby, but there are many followups and mixups that can be done after this when very close to the corner.
Wall Cling
4/6 against a wall
KF2 Ninja Wall Cling.jpg
The ninja must be patient.
The ninja must be patient.
Damage Startup Total Frames Attributes
- - - -
  • Kirby clings to the wall.
Wall Strike
B during Wall Cling
KF2 Ninja Wall Strike.jpg
Aggressive.
Aggressive.
KF2 Ninja Kunai Hitbox.png
Damage Startup Total Frames Attributes
- - - -
  • Kirby throws a Kunai while clinging to the wall.
Wall Jump
A during Wall Cling
KF2 Ninja Wall Jump.jpg
Agile.
Agile.
Damage Startup Total Frames Attributes
- - - -
  • Kirby jumps from the wall.
Clone Technique
2L/2R right before getting hit
KF2 Ninja Clone Technique.jpg
GASP! A Substitution! *cue fight scene longer than it should be*
GASP! A Substitution! *cue fight scene longer than it should be*
KF2 Ninja Counter Hitbox.gif
Damage Startup Total Frames Attributes
- - - -
  • Kirby substitutes himself with a log, then reappears in a small smoke explosion that does damage. This move is jump-cancelable if done in midair, and can be used to approach if used with Kirby's back facing toward their opponent, although unlike other counters, this one does not have much invulnerability after the smoke explosion. This makes it useful against attacks with long endlag, but multihit attacks may be harder to escape. You can hold 2L/2R for a bit to delay the counter hitbox.

Neutral Gameplay

Ninja's Knife Throw (5B) is an extremely powerful projectile, not for how much damage it does, but for how it's fast, low-commitment, and destroys other projectiles (especially ones that aren't/can't be charged) that are much slower, meaning Ninja wins the interaction from a distance. Notable examples include Bomb, Magolor, and Water.

5B is also a great pressure tool against characters who don't have projectiles of their own, such as Whip, Hammer, or Sword. This forces them to approach, meaning you can 50/50 with Stealth Slash (66B) or Shock (5[B]), or running up to them and using Air Drop (c.6B/c.8B). 5B is a powerful Ninja tool has, akin to Fox's Laser in Melee. Use this whenever there's any space between you and your opponent. Generally, you'll want to do 5B, jump, 5B twice, land, then repeat. This rhythm shoots knives at 3 different heights (Low, High, then Middle). If you mash both A and B over and over again, chances are that the two knives shot in the air will be around the same height, but if you jump higher they'll likely differ in height, covering more vertical range.

With 5B projectiles flying across the screen, your opponent may go for dash attacks to approach. If you think they're going to try it, use Blossom Storm (82B) to dodge their attack from above and strike with your own that sets up for j.5[B] pressure. It's worth noting that even if you use j.5[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

  • Aerial Shock (j.5[B]) > Smoke Screen (2B) > Stealth Slash (66B)
Extremely close range only, has to be a jump in
  • j.5[B] (slash) > 5[B] (both the slash and the shockwave)
CLOSE RANGE ONLY, deals as much damage as the combo below
  • j.5[B] > Blossom Storm (82B) (Mid-Close range only)
Use this whenever your standing 5[B] won't connect
  • j.5[B] > 66B (Any range)
Use this when 82B won't connect
  • 2B > j.5[B] > 82B
  • 82B > j.AB
In the corner, can continue with j.5[B] and 82B

Platform Combos/Unblockables

  • 82B > 66B
Below the platform, your opponent is above or below
  • 82B > aerial Air Drop (jc.6B/jc.8B)
Your opponent blocks 82B on a platform, Unblockable set up
  • 82B > fall for a few frames > jc.6B/jc.8B
Opponent blocks 82B up close, 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 Stealth Slashes (66B) and Blossom Storms (82B), while using aerial Shock ( j.5[B]) to make sure they don't feel safe jumping, and Air Drops (c.6B/c.8B) 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] > 82B > c.6B/c.8B(if close) or 66B(if far)

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

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

j.5[B] > 66B > 82B > Smoke Screen (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