Kirby Fighters 2/Yo-Yo

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KF2 Yoyo.png

Introduction

Yo-Yo (Unlocked at Fighters Rank 6)

Because of its coding, Yoyo has a unique property where it gets out of hitstun a few frames faster than anyone else. This means that certain combos straight up don't work on Yoyo despite being true on everyone, including Bell.

Strategy

Generally, you'll be wanting to stay at Yo-Yo Throw (5B)'s max range, as it's a solid poke and can hit classes like Staff/Baton or Artist when they can't hit you. If someone tries to whiff punish with a dash attack or other advancing moves, you'll want to throw in Walk the Dog (2[B]) to have a constant hitbox out in front of you. That being said, Yo-Yo has tools that can be used at closer ranges, but 5B and 2[B] shouldn't be used up close because of their relatively low reward. You should also use Yo-Yo Orbit (2B), as it hits on both sides (useful for punishing missed divekicks) and leads into Gazer Spiral (28B) for some pretty good damage. Yo-Yo Up (8B) is just generally a good anti-air because of all the space it covers, so there's a lot of jump-ins it can stop. It can also combo into 28B, but it's not always a true combo. Next up, there's Break Spin (66B) and Jump Spin (66 > j.B). The main difference between them is that if you mash on the ground, you rise into the air (which lets you extend with air bullets, which lead to 2B), and if you mash in the air, you'll stay at the same altitude, allowing Yo-Yo to get in on classes that would normally out-space or out-zone it, such as Bomb or even Magolor in some cases. Finally, we have Yo-Yo's Hammer Drop (6B), which can be used to reposition opponents to places more favorable. Opponents thrown backwards can be combod into 2B (which can be combod off of) and you can put out a 5B to cover opponents thrown forwards (done by pressing 6B during the 'holding' phase of 6B).

Strengths and Weaknesses

Strengths Weaknesses
  • Access to range and plenty of neutral tools
  • Is a song (certain combos don't work on this character)
  • Some moves have blindspots


Moveset

Yo-Yo Throw
5B (Air OK)
KF2 YoYo YoYo Throw.jpg
Damage Startup Total Frames Attributes
14 8 - -
  • The Yo-Yo is thrown outwards and then returns to Kirby
  • Used to stop approaches
  • Hits inwards when retracting and can be used to keep opponents within Yo-Yo Kirby's attack range


Yo-Yo Up
8B (Air OK)
KF2 YoYo YoYo Up.jpg
Damage Startup Total Frames Attributes
13(Far)/8(Close) 9 - -
  • The Yo-Yo is thrown upwards in a semicircle
  • Used mainly as an anti air
  • Can combo into any of Yo-Yo Kirby's other moves depending on DI and placement


Yo-Yo Orbit
2B (Air OK)
KF2 YoYo YoYo Orbit.jpg
Damage Startup Total Frames Attributes
10(Front)/15(Back)/5(Final) 5 - -
  • The Yo-Yo is thrown out, spun around Kirby, then returns to Kirby
  • Can hit 1-3 different times depending on DI and placement
  • Can hit either inwards or outwards depending on DI and placement
  • Can combo into any of Yo-Yo Kirby's other moves depending on DI and placement


Walk the Dog
2[B] (Air OK)
KF2 YoYo Walk the Dog.jpg
Damage Startup Total Frames Attributes
10 / 2 (Retract) 5 - -
  • The Yo-Yo is thrown out and stays in front of Kirby
  • The Yo-Yo will come back when the button is released
  • Can move forward and back at walking speed when either direction is pushed
  • Used for pressuring opponents and stopping approach
  • Can be jump cancelled and jump cancelled into itself
  • Hits inwards when retracting and can combo into 8B, j66B, and 28B


Break Spin
66B
KF2 YoYo Break Spin.jpg
Damage Startup Total Frames Attributes
26(6,3,3,3,3,8) 10 - -
  • Kirby spins on the Yo-Yo while dashing forward
  • Mashing B lets you jump while doing the move
  • Can slightly change direction and momentum of the move by pressing forward or back
  • Can be jump cancelled
  • Can combo into 8B, 28B, and 2B (in corner only)


Jump Spin
66 > j.B
KF2 YoYo Jump Spin.jpg
Damage Startup Total Frames Attributes
26(6,3,3,3,3,8) 10 - -
  • Everything from 66B applies to j66B as well
  • Can j66B the opposite direction you are moving in the air
  • When landing on the ground while doing j66B your dash is preserved; because of this you can also 66B directly after j66B in either direction
  • Can combo into everything 66B can as well as also being able to combo into 66B


Hammer Drop
c.6B/c.8B
KF2 YoYo Hammer Drop.jpg
Damage Startup Total Frames Attributes
17(Front)/14(Back) 1 - Unblockable
  • Kirby grabs the opponent with their Yo-Yo and throws them to the ground behind them (or in front if you press forward before throwing)
  • Used mostly in matchups with more defensive characters that shield a lot
  • Can combo into 2B


Gazer Spiral
28B
KF2 YoYo Gazer Spiral.jpg
Damage Startup Total Frames Attributes
26(14,2,2,2,2,2,2) 6 - -
  • Kirby spins upwards on the Yo-Yo and hits opponents upwards with them
  • Used mainly as a combo finisher
  • Can be used to stop air camping
  • Useful for quick vertical ascent
  • beaten out by many other character's j2B

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