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Kirby Fighters 2/System
Upon selecting your character, you'll be given a prompt to select a Handicap. The options include:
- Very Easy
- Normal (Default)
- 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 making their Guard Gauge deplete at a faster rate.
Player health is the same throughout the cast, except for King Dedede who has an additional 30 health. (15%) 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 (120%)|
|3 Players||220 (110%)|
|4 Players||200 (100%)|
Upon having 25% or less 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 25%.
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.
You cannot block in the air. The only time air blocking happens is if you run off a platform with momentum and block, if you're playing as Bell, or from the Easy and Very Easy Handicap levels(Auto-Guard can also proc while airborne).
If the gauge is fully depleted, your character will rise upwards with invincibility on the way up that ends once you start falling down. When you land, you'll be dizzy and unable to act for a short time. The dizzy duration can be shortened by mashing buttons/direction inputs. Your Guard gauge will go back to being full after the stun wears off.
Blocking an attack right as you start guarding is known as a Perfect Guard. You'll know you got one 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 guarding! You also do not receive pushback from the Perfect Guarded attack, making this a great mechanic to close the distance against zoners or characters with long reach.
When you Perfect Guard a multi-hit attack, you will automatically Perfect Guard each individual hit afterwards.
Inputting a direction while guarding causes your character to dodge either left or right while having invincibility. You can also dodge in place by pressing up or down instead, typically called 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. You can also Dodge/Spotdodge in the air.
- 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 nor Spotdodge.
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!
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|
Drill Stab, Spin Slash, Twister Slash
Target Throw (Point blank)
Jab, Back Jab, L-R Jab, Raging Staff (Except the ender)
Spin Kick (2nd and 3rd kick)
Twin Tinker (Projectile)
Shot, Snipe Shot
Parasol Swing (Point blank)
Rolling Sobat, Flying Dropkick (Followup hits), Meteor Plancha (First hit)
Bandana Waddle Dee
Multispear Thrust (Ender), Waddle Copter
Dedede Hammer Throw (Projectile), Head Slide (First hit)
Piercing Slash, Meta Spin Slash, Mach Tornado, Shuttle Loop, Hover (Hit)