KSS:Jet: Difference between revisions
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| * | *Disjointed short kick that can hit twice | ||
| * | *Only available on ground | ||
| *Used for bossfights. (EX: Heavy Lobster, Whispy Woods, and Bonkers fights) | |||
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| * | *Kirby jet dashes forward and ends with a kick | ||
| * | *Has a fairly short ending animation, though still slower than jet dash chains | ||
| *Has a more disjointed hitbox than the midair jet moves, making it useful for charging through enemies with higher health (Knuckle Joe, Sword Knight, etc) | |||
| *Also can be used for spacing setups in certain areas (EX: mecheye screen 2) | |||
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| * | *Charging stance, if held for ~2 seconds Kirby will become fully charged | ||
| * | *Can be cancelled by shielding, leading Kirby to return to normal ground state | ||
| *Can be cancelled by jumping, leading kirby to Midair Neutral state | |||
| *Charging can be performed in the air if kirby is in the Midair Neutral state where it can be cancelled by hovering | |||
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Revision as of 02:45, 29 May 2023
Grounded Moves
| Tap Kick Quickly press and release Y jet ability | 
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| Jet Kick Hold Y, release before full charge jet ability | 
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Charge Moves
| Charging Hold Y jet ability | 
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| Full Jet Charge Hold Y until full charge and release jet ability | 
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| Jet Cracker Hold Y until full charge and release, Repress Y during jet dash jet ability | 
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| Jet Suplex Hold Y until full charge and release while holding Up/Forward/Down when close to enemy jet ability | 
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Run Jump Moves
| jet Press Y after running and jumping jet ability | 
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Midair Neutral Moves
| jet Tap Y in Midair Neutral state jet ability | 
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| jet Hold Y and release before full charge in Midair Neutral state jet ability | 
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