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KDL2: All Copy Abilities

 
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01-29-21 07:31 PM
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EX Palen
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Kirby is back to save Dreamland, and this time he’s not alone. Three animal friends have joined him, scattered through the levels to be found by our adored pink ball and help him in his quest. All of them amplify Kirby’s abilities as well as giving him new traits to face the neverending obstacles that lie ahead.

However, in order to save Dreamland from evil, Kirby must know which powers are at his disposal and what is the best way to progress. Therefore, this guide will shed some light over the matter, with explanations of each copy ability and the enemies wielding them, as well as screenshots for better identification.

You’re ready? Then let’s get started!

Starting off

The game includes a multitude of characters that serve as enemies, between basic ones found throughout the levels, sub-bosses found on specific zones on certain levels and bosses that are the final block in the road. We’re going to focus on the basic enemies that give copy abilities, leaving behind regular ones which provide no ability or are invincible, and also the sub-bosses for they too give out copy abilities if inhaled and swallowed after being defeated.

The copy abilities Kirby can obtain in this game elevates up to seven. These abilities are:

Parasol - Kirby simply gains a parasol, or the ability to summon it when used with an animal friend.

Spark - Kirby can now produce electricity, either as sparks or as beams.

Cutter - Kirby can now throw a boomerang ahead of him. This ability sees a lot of changes depending with which animal friend it’s used.

Fire - Kirby turns into a fireball and rushes forward. When used with an animal friend, this power can turn into throwing fireballs through the animal’s mouth.

Spike - Kirby can summon spikes from his body.

Rock - Kirby turns into a solid rock, he will plummet if used on the air because of the increased weight.

Ice - Kirby gains the ability to use ice in various ways, like beams, but also as a shield. This ability is unique in that it doesn’t eliminate enemies, but rather freezes them solid, thus Kirby can push them to serve as projectiles or they will simply vanish after a while.

As it’s been mentioned, the copy abilities provide different effects with each animal friend. When an animal friend is partnered, it also alters the playstyle as Kirby is no longer our character, but it’s instead a support of its friend. These are the changes each animal provides.

Rick, the Hamster: Kirby rides on the back of Rick, meaning it’s now the hamster which does the walking. It walks noticeably faster than Kirby and doesn’t slip on ice, however it also disables his ability to fly, though it somewhat compensates that with a wide jump.

Coo, the Owl: Coo holds Kirby in its talons as they fly ahead. Coo flies fast, which can be made faster by mashing the A button, being able to resist strong winds and even water currents. It also allows Kirby to fall down to the ground much more slowly, and while Kirby can inhale opponents mid-flight it still needs to be in the ground to swallow them.

Kine, the Fish: Kine contains Kirby within its mouth, allowing him to swallow enemies as usual. Kine excels in water-based levels, where it allows Kirby to still inhale enemies as well as use any copy ability underwater, though with reduced effects, besides being able to defy strong currents by mashing the B button to swim faster, in a similar vein to Coo. In the ground, however, Kine moves very slowly and also disables Kirby’s ability to fly.

Enemies



Here we see Floaty, full name Floaty the Drifter, which grants the Parasol ability when swallowed. It is a single-eyed parasol that moves about and can even jump and glide, but that’s as dangerous as it gets. It may sometimes be held by Waddle Dees as they slowly fall to the ground, though the Waddle Dees let them go as soon as they land and the Floaty goes upwards quite quickly off the screen.



Here we see Jumper Shoot, a sub-boss that grants the Parasol ability when swallowed. A much larger and developed version of Floaty, given its design. It moves around by spinning like a top, either on the ground or through the air. It also launches its sandal as projectile, which can be inhaled and then spat out to greatly damage it.



This is Sparky, quite aptly named as it grants the Spark ability when swallowed. It either stays static or hops around, at times stopping to produce a short electric surge from its body as a means of defense.



This is Master Green, a sub-boss wielding the Spark ability. Despite having the appearance of a squid-like creature, it inexplicably stays on land. It can attack on short range with electrical discharges, much like Sparky, but it excels in the long range, either shooting bolts with one of its tentacles or jumping ahead before charging a ground discharge. It normally is before this discharge that it launches stars, which can be inhaled and spat out for great damage.



One of the most classic enemies our pink ball has faced, Sir Kibble grants the Cutter ability when swallowed. Kibble throws the blade atop its helmet as a boomerang in its attempt to harm Kirby. Be careful, as the blade will return to him even if inhaled/eliminated after launching it, and also be careful of its jumps if you happen to pass above it.



Waiu is a ninja sub-boss with the Cutter ability. It does indeed display characteristics of a ninja, such as performing high speed movements and vanishing, as well as throwing smoke bombs. It may also try to kick Kirby in close range. It doesn’t throw shurikens, but it does throw small boomerangs that struck one side of the screen, becoming inhalable once they fall down and thus being the main weapon against it.



Here we see Flamer, a disc-shaped enemy which grants the Fire ability if swallowed. It either clings to ceilings or blocks or directly floats in the air, sometimes firing itself up and dashing forward on a straight line. Its movements are quite slow, though, so it’s greatly predictable and easy to take down or inhale.



Here we see Efreeti, a sub-boss that grants the Fire ability when swallowed. A creature not much bigger than Kirby itself with a jet-black body which probably hails from its ability to cloak itself in flames. It either walks or jumps around quite calmly, until setting itself ablaze and launching itself on a straight direction either to a side wall or diagonally up and down in the air. It leaves stars upon crashing to the ground or walls, which can be inhaled and spat out to damage it.



This is Spikey, a hedgehog-like creature that grants the Spike ability when swallowed. They’re inoffensive, simply shielding from Kirby with their quill once he gets too close for comfort, and since they stay immobile when doing this they’re easy to inhale.



Captain Stitch appears in the scene, a sub-boss that grants the Spike ability. It is invincible, not unlike the Gordos we’ve seen through the stages, so it can only be harmed when it loses its spikes. It moves relatively fast through the stage, both in the ground and in the air, and attacks by either launching its spikes forward or directly launching itself. In the former, the spikes can be inhaled after they bounce off a wall and spat out to damage the vulnerable captain; in the latter, once it bounces off the wall it appears with a shocked look and loses its spikes which can be inhaled and spat out.



This walking stone is Rocky, and quite evidently grants the Rock ability when swallowed. It mainly moves around very slowly, but it tends to pick locations which are high so it can curl into a stone and roll down towards Kirby to damage him.



Here’s Blocky, a sub-boss that grants the Rock ability when swallowed. It moves around with small hops, but attacks fiercely. It can charge at Kirby until it crashes into a wall, or it can jump high and plummet to the ground to Kirby’s initial location. In either case, the impact leaves behind some stars that Kirby can inhale to spit out later as projectiles to damage it.



Here you have Master Pengy, an enemy that grants the Ice ability when swallowed. Found mostly in icy levels, due to being shaped like a penguin, while it barely moves around it’s ice beam is something to take into consideration.



The remaining sub-boss is Mr. Frosty, a walrus-like creature that grants the Ice ability when swallowed. It either charges around at Kirby, freezing him if it gets too close, or throws blocks of ice at him which can be inhaled and used as projectiles against it.

Kirby Powers



When having the Parasol ability, Kirby will always carry a parasol with him. It serves as a shield from attacks coming from above, and it can also be swung forward to eliminate enemies or block incoming attacks. Additionally, the parasol will allow Kirby to drift in the air, softening the fall.



With the Spark ability, Kirby will stay on the spot and generate an electrical barrier around him, which will eliminate any incoming enemy. More useful when the enemies are coming at you rather than advancing through a stage, so it’s better used with an animal friend to exploit its mid and long range offensive capabilities.



When holding the Cutter ability, Kirby will throw a boomerang ahead. By jumping out of its way, the boomerang will continue its trajectory, being able to hit enemies behind Kirby in a single attack. Best ability to eliminate enemies from a distance.



With the Fire ability, Kirby can dash forward engulfed in flames at high speed. Besides being able to eliminate almost everything in its path, Kirby is invincible when in his fireball state, thus being impervious to incoming attacks. Great for speeding up a stage and wiping out several enemies at once.



With the Spike ability, Kirby extends spikes from his whole round body. Any enemy it hits will be eliminated, but once again, Kirby stands still on the spot not being impervious to damage, so better save this ability to be used with animal friends.



When having the Rock ability, Kirby solidifies his body and increases his weight to effectively become a rock himself. Kirby becomes impervious to damage in this form, and will plummet if used on the air to smash down enemies. Kirby can also roll down the hills, bashing any enemy it comes in contact with.



When holding the Ice ability, Kirby shoots a close ranged ice beam from its mouth. It is quite useful even if Kirby doesn’t directly eliminate an enemy, the frozen projectile can clear the path ahead even beyond the screen and thus can help speeding up a stage.

Rick Powers



When holding the Parasol ability, Rick will summon a parasol to balance it with its nose and having Kirby shaped as a ball on top of it. Great to tackle enemies which are above the player, but its horizontal reach is its worst flaw.



When having the Spark ability, Rick will use what appears to be a whip of electricity, which sweeps the screen in front of it from up to down. It moves quite quickly, so it’s a nice powerhouse.



With the Cutter ability, Rick throws Kirby as a big boomerang, essentially being a bigger and thus stronger version of Kirby’s standard use of the ability. The downside is that this time the boomerang doesn’t go backwards, because Kirby will always attempt to return to Rick.



When having the Fire ability, Rick will remain on the spot while shooting several fireballs from its mouth. It doesn’t have a good range, though it can be maintained technically forever to somewhat increase it’s rather small effectiveness.



The Spike ability is surely Rick’s least useful one. The spikes grow from Rick’s back, just beneath where Kirby stands, meaning it can only hit enemies which are behind him and leaving its front wide open for attacks. Avoid this combination if you can, or use it if you want a harder challenge.



With the Stone ability, it is Rick who curls up and becomes a boulder itself. Kirby balances on top of it, allowing it to roll in any direction, and the size of the boulder means hardly any enemy will avoid its demise. Kirby is still vulnerable to attacks, so watch out for jumping enemies or menaces from above.



When holding the Ice ability, Rick and Kirby make it snow around them. More defensive than offensive, since Rick stays still on the spot when using it, so better use a mid ranged ability rather than this one.

Coo Powers



When having the Parasol ability, Coo summons a parasol atop its head and starts spinning wildly like a top. Quite useful as it allows Coo to keep moving in any desired direction, so it doesn’t lose pace when clearing a stage.



When holding the Spark ability, Kirby throws a single and vertical bolt of electricity. Coo can’t move while using this attack, so it’s mostly used on short bursts whenever an enemy passes below.



With the Cutter ability, Coo throws three feathers instead of just one projectile. The center one flies straight, while the other two fly diagonally. The feathers can cover the whole screen, so its range is optimal.



When having the Fire ability, Kirby sets himself ablaze and drives Coo diagonally down. If used on the ground, as its Kirby the one engulfed in flames, Coo is wide open for attacks, so be careful and maximize its potential by using it in the air.



With the Spike ability, Kirby extends its needles to reach foes below. Basically a variant of Spark but without covering the whole gap until reaching the ground, so its effectiveness is reduced somewhat.



When having the Rock ability, Kirby turns into a stone like usual but drags Coo with him. Coo is open for attacks, and besides the change means the duo plummets to the ground inevitably.



When holding the Ice ability, Kirby unleashes its chilly breath like usual, but this time it can be done in mid-air and also directed at any given direction for greater effect.

Kine Powers



When having the Parasol ability, Kine takes a parasol out of its mouth. It mainly serves as a shield from incoming attacks, though of course it can also damage any enemy it touches.



When holding the Spark ability, a light bulb appears on its mouth, allowing it to illuminate dark areas. Kine can still move while the attack is active, with the bulb able to damage enemies and able to be maintained forever as long as the button is held. Once you let go of the button, the light bulb travels horizontally even beyond the screen, exploding when it gets in contact with an enemy or when you press the button again to create a new bulb.



With the Cutter ability, Kine spits out a crescent-shaped laser, or some form of energy. It travels without stopping, crushing anything in its path, and even growing in size as it advances. Quite an overpowered ability, like most of Kine’s long range projectiles.



Once again, the Fire ability turns into a projectile when used by Kine. This time it’s a single large fireball that travels in a straight line. It doesn’t move fast and can only hit one enemy, so compared to its other projectiles this one is a bit overshadowed.



When holding the Spike ability, Kine grows spikes all over its body (or so I want to think, its expression is as if Kirby grows spikes within it, impaling it from the inside). Basically a bigger version of Kirby’s standard ability, so more used for defense against incoming enemies.



With the Rock ability, Kirby turns into a stone inside Kine, so they plummet down due to the added weight. Kine assumes a triangular shape when using this transformation, which is quite odd as Kirby should be round, but let’s not be picky about this.


When having the Ice ability, Kine protects itself by emitting an icy aura right around it. Any enemy passing nearby will be frozen, but if the ability stays activated for too long Kine will turn into an ice block for a couple seconds, so be wary of how much time you keep it active.



Kirby is back to save Dreamland, and this time he’s not alone. Three animal friends have joined him, scattered through the levels to be found by our adored pink ball and help him in his quest. All of them amplify Kirby’s abilities as well as giving him new traits to face the neverending obstacles that lie ahead.

However, in order to save Dreamland from evil, Kirby must know which powers are at his disposal and what is the best way to progress. Therefore, this guide will shed some light over the matter, with explanations of each copy ability and the enemies wielding them, as well as screenshots for better identification.

You’re ready? Then let’s get started!

Starting off

The game includes a multitude of characters that serve as enemies, between basic ones found throughout the levels, sub-bosses found on specific zones on certain levels and bosses that are the final block in the road. We’re going to focus on the basic enemies that give copy abilities, leaving behind regular ones which provide no ability or are invincible, and also the sub-bosses for they too give out copy abilities if inhaled and swallowed after being defeated.

The copy abilities Kirby can obtain in this game elevates up to seven. These abilities are:

Parasol - Kirby simply gains a parasol, or the ability to summon it when used with an animal friend.

Spark - Kirby can now produce electricity, either as sparks or as beams.

Cutter - Kirby can now throw a boomerang ahead of him. This ability sees a lot of changes depending with which animal friend it’s used.

Fire - Kirby turns into a fireball and rushes forward. When used with an animal friend, this power can turn into throwing fireballs through the animal’s mouth.

Spike - Kirby can summon spikes from his body.

Rock - Kirby turns into a solid rock, he will plummet if used on the air because of the increased weight.

Ice - Kirby gains the ability to use ice in various ways, like beams, but also as a shield. This ability is unique in that it doesn’t eliminate enemies, but rather freezes them solid, thus Kirby can push them to serve as projectiles or they will simply vanish after a while.

As it’s been mentioned, the copy abilities provide different effects with each animal friend. When an animal friend is partnered, it also alters the playstyle as Kirby is no longer our character, but it’s instead a support of its friend. These are the changes each animal provides.

Rick, the Hamster: Kirby rides on the back of Rick, meaning it’s now the hamster which does the walking. It walks noticeably faster than Kirby and doesn’t slip on ice, however it also disables his ability to fly, though it somewhat compensates that with a wide jump.

Coo, the Owl: Coo holds Kirby in its talons as they fly ahead. Coo flies fast, which can be made faster by mashing the A button, being able to resist strong winds and even water currents. It also allows Kirby to fall down to the ground much more slowly, and while Kirby can inhale opponents mid-flight it still needs to be in the ground to swallow them.

Kine, the Fish: Kine contains Kirby within its mouth, allowing him to swallow enemies as usual. Kine excels in water-based levels, where it allows Kirby to still inhale enemies as well as use any copy ability underwater, though with reduced effects, besides being able to defy strong currents by mashing the B button to swim faster, in a similar vein to Coo. In the ground, however, Kine moves very slowly and also disables Kirby’s ability to fly.

Enemies



Here we see Floaty, full name Floaty the Drifter, which grants the Parasol ability when swallowed. It is a single-eyed parasol that moves about and can even jump and glide, but that’s as dangerous as it gets. It may sometimes be held by Waddle Dees as they slowly fall to the ground, though the Waddle Dees let them go as soon as they land and the Floaty goes upwards quite quickly off the screen.



Here we see Jumper Shoot, a sub-boss that grants the Parasol ability when swallowed. A much larger and developed version of Floaty, given its design. It moves around by spinning like a top, either on the ground or through the air. It also launches its sandal as projectile, which can be inhaled and then spat out to greatly damage it.



This is Sparky, quite aptly named as it grants the Spark ability when swallowed. It either stays static or hops around, at times stopping to produce a short electric surge from its body as a means of defense.



This is Master Green, a sub-boss wielding the Spark ability. Despite having the appearance of a squid-like creature, it inexplicably stays on land. It can attack on short range with electrical discharges, much like Sparky, but it excels in the long range, either shooting bolts with one of its tentacles or jumping ahead before charging a ground discharge. It normally is before this discharge that it launches stars, which can be inhaled and spat out for great damage.



One of the most classic enemies our pink ball has faced, Sir Kibble grants the Cutter ability when swallowed. Kibble throws the blade atop its helmet as a boomerang in its attempt to harm Kirby. Be careful, as the blade will return to him even if inhaled/eliminated after launching it, and also be careful of its jumps if you happen to pass above it.



Waiu is a ninja sub-boss with the Cutter ability. It does indeed display characteristics of a ninja, such as performing high speed movements and vanishing, as well as throwing smoke bombs. It may also try to kick Kirby in close range. It doesn’t throw shurikens, but it does throw small boomerangs that struck one side of the screen, becoming inhalable once they fall down and thus being the main weapon against it.



Here we see Flamer, a disc-shaped enemy which grants the Fire ability if swallowed. It either clings to ceilings or blocks or directly floats in the air, sometimes firing itself up and dashing forward on a straight line. Its movements are quite slow, though, so it’s greatly predictable and easy to take down or inhale.



Here we see Efreeti, a sub-boss that grants the Fire ability when swallowed. A creature not much bigger than Kirby itself with a jet-black body which probably hails from its ability to cloak itself in flames. It either walks or jumps around quite calmly, until setting itself ablaze and launching itself on a straight direction either to a side wall or diagonally up and down in the air. It leaves stars upon crashing to the ground or walls, which can be inhaled and spat out to damage it.



This is Spikey, a hedgehog-like creature that grants the Spike ability when swallowed. They’re inoffensive, simply shielding from Kirby with their quill once he gets too close for comfort, and since they stay immobile when doing this they’re easy to inhale.



Captain Stitch appears in the scene, a sub-boss that grants the Spike ability. It is invincible, not unlike the Gordos we’ve seen through the stages, so it can only be harmed when it loses its spikes. It moves relatively fast through the stage, both in the ground and in the air, and attacks by either launching its spikes forward or directly launching itself. In the former, the spikes can be inhaled after they bounce off a wall and spat out to damage the vulnerable captain; in the latter, once it bounces off the wall it appears with a shocked look and loses its spikes which can be inhaled and spat out.



This walking stone is Rocky, and quite evidently grants the Rock ability when swallowed. It mainly moves around very slowly, but it tends to pick locations which are high so it can curl into a stone and roll down towards Kirby to damage him.



Here’s Blocky, a sub-boss that grants the Rock ability when swallowed. It moves around with small hops, but attacks fiercely. It can charge at Kirby until it crashes into a wall, or it can jump high and plummet to the ground to Kirby’s initial location. In either case, the impact leaves behind some stars that Kirby can inhale to spit out later as projectiles to damage it.



Here you have Master Pengy, an enemy that grants the Ice ability when swallowed. Found mostly in icy levels, due to being shaped like a penguin, while it barely moves around it’s ice beam is something to take into consideration.



The remaining sub-boss is Mr. Frosty, a walrus-like creature that grants the Ice ability when swallowed. It either charges around at Kirby, freezing him if it gets too close, or throws blocks of ice at him which can be inhaled and used as projectiles against it.

Kirby Powers



When having the Parasol ability, Kirby will always carry a parasol with him. It serves as a shield from attacks coming from above, and it can also be swung forward to eliminate enemies or block incoming attacks. Additionally, the parasol will allow Kirby to drift in the air, softening the fall.



With the Spark ability, Kirby will stay on the spot and generate an electrical barrier around him, which will eliminate any incoming enemy. More useful when the enemies are coming at you rather than advancing through a stage, so it’s better used with an animal friend to exploit its mid and long range offensive capabilities.



When holding the Cutter ability, Kirby will throw a boomerang ahead. By jumping out of its way, the boomerang will continue its trajectory, being able to hit enemies behind Kirby in a single attack. Best ability to eliminate enemies from a distance.



With the Fire ability, Kirby can dash forward engulfed in flames at high speed. Besides being able to eliminate almost everything in its path, Kirby is invincible when in his fireball state, thus being impervious to incoming attacks. Great for speeding up a stage and wiping out several enemies at once.



With the Spike ability, Kirby extends spikes from his whole round body. Any enemy it hits will be eliminated, but once again, Kirby stands still on the spot not being impervious to damage, so better save this ability to be used with animal friends.



When having the Rock ability, Kirby solidifies his body and increases his weight to effectively become a rock himself. Kirby becomes impervious to damage in this form, and will plummet if used on the air to smash down enemies. Kirby can also roll down the hills, bashing any enemy it comes in contact with.



When holding the Ice ability, Kirby shoots a close ranged ice beam from its mouth. It is quite useful even if Kirby doesn’t directly eliminate an enemy, the frozen projectile can clear the path ahead even beyond the screen and thus can help speeding up a stage.

Rick Powers



When holding the Parasol ability, Rick will summon a parasol to balance it with its nose and having Kirby shaped as a ball on top of it. Great to tackle enemies which are above the player, but its horizontal reach is its worst flaw.



When having the Spark ability, Rick will use what appears to be a whip of electricity, which sweeps the screen in front of it from up to down. It moves quite quickly, so it’s a nice powerhouse.



With the Cutter ability, Rick throws Kirby as a big boomerang, essentially being a bigger and thus stronger version of Kirby’s standard use of the ability. The downside is that this time the boomerang doesn’t go backwards, because Kirby will always attempt to return to Rick.



When having the Fire ability, Rick will remain on the spot while shooting several fireballs from its mouth. It doesn’t have a good range, though it can be maintained technically forever to somewhat increase it’s rather small effectiveness.



The Spike ability is surely Rick’s least useful one. The spikes grow from Rick’s back, just beneath where Kirby stands, meaning it can only hit enemies which are behind him and leaving its front wide open for attacks. Avoid this combination if you can, or use it if you want a harder challenge.



With the Stone ability, it is Rick who curls up and becomes a boulder itself. Kirby balances on top of it, allowing it to roll in any direction, and the size of the boulder means hardly any enemy will avoid its demise. Kirby is still vulnerable to attacks, so watch out for jumping enemies or menaces from above.



When holding the Ice ability, Rick and Kirby make it snow around them. More defensive than offensive, since Rick stays still on the spot when using it, so better use a mid ranged ability rather than this one.

Coo Powers



When having the Parasol ability, Coo summons a parasol atop its head and starts spinning wildly like a top. Quite useful as it allows Coo to keep moving in any desired direction, so it doesn’t lose pace when clearing a stage.



When holding the Spark ability, Kirby throws a single and vertical bolt of electricity. Coo can’t move while using this attack, so it’s mostly used on short bursts whenever an enemy passes below.



With the Cutter ability, Coo throws three feathers instead of just one projectile. The center one flies straight, while the other two fly diagonally. The feathers can cover the whole screen, so its range is optimal.



When having the Fire ability, Kirby sets himself ablaze and drives Coo diagonally down. If used on the ground, as its Kirby the one engulfed in flames, Coo is wide open for attacks, so be careful and maximize its potential by using it in the air.



With the Spike ability, Kirby extends its needles to reach foes below. Basically a variant of Spark but without covering the whole gap until reaching the ground, so its effectiveness is reduced somewhat.



When having the Rock ability, Kirby turns into a stone like usual but drags Coo with him. Coo is open for attacks, and besides the change means the duo plummets to the ground inevitably.



When holding the Ice ability, Kirby unleashes its chilly breath like usual, but this time it can be done in mid-air and also directed at any given direction for greater effect.

Kine Powers



When having the Parasol ability, Kine takes a parasol out of its mouth. It mainly serves as a shield from incoming attacks, though of course it can also damage any enemy it touches.



When holding the Spark ability, a light bulb appears on its mouth, allowing it to illuminate dark areas. Kine can still move while the attack is active, with the bulb able to damage enemies and able to be maintained forever as long as the button is held. Once you let go of the button, the light bulb travels horizontally even beyond the screen, exploding when it gets in contact with an enemy or when you press the button again to create a new bulb.



With the Cutter ability, Kine spits out a crescent-shaped laser, or some form of energy. It travels without stopping, crushing anything in its path, and even growing in size as it advances. Quite an overpowered ability, like most of Kine’s long range projectiles.



Once again, the Fire ability turns into a projectile when used by Kine. This time it’s a single large fireball that travels in a straight line. It doesn’t move fast and can only hit one enemy, so compared to its other projectiles this one is a bit overshadowed.



When holding the Spike ability, Kine grows spikes all over its body (or so I want to think, its expression is as if Kirby grows spikes within it, impaling it from the inside). Basically a bigger version of Kirby’s standard ability, so more used for defense against incoming enemies.



With the Rock ability, Kirby turns into a stone inside Kine, so they plummet down due to the added weight. Kine assumes a triangular shape when using this transformation, which is quite odd as Kirby should be round, but let’s not be picky about this.


When having the Ice ability, Kine protects itself by emitting an icy aura right around it. Any enemy passing nearby will be frozen, but if the ability stays activated for too long Kine will turn into an ice block for a couple seconds, so be wary of how much time you keep it active.


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