When Bandana Dee starts this attack, he dons the characteristic large jester-like hat variant of the Beam ability, then, using a different and bigger variant of the Beam Rod, he conjures a large ball of electricity that directly damages opponents, dealing 4% of damage with each hit and having moderate knockback. The player can maneuver it with the movement keys and as a result of this, Bandana Dee will stay in the spot he initiated the Final Smash and the player will be unable to move him, but he will also become impervious to any damage. The ball will keep growing in size as it continues to get maneuvered throughout the stage, becoming large enough to cover most of the half from small stages, like Waiting Room. Once it reaches its maximum size, it does one last hit, dealing 15%, then disappears and the Final Smash ends.
Flare Beam is one of five Super Abilities that appear in Kirby's Return to Dream Land and is an upgraded version of the Beam ability. In the aforementioned game, Bandana Dee cannot use this move, but instead Kirby does. It can be obtained after inhaling a Super Waddle Doo. After he transformed, Kirby dons a jester-like hat much like the regular Beam ability hat, only that it is larger, and the Beam Rod is also a bit different, being bigger and possessing a purple orb as opposed to a green one. Kirby can use this ability to create a large ball of electricity that can be maneuvered across the screen by pressing the control pad. This ball is able to take out any enemy on contact, is able to destroy some obstacles that are otherwise indestructible and is able to trigger some switches that will grant Kirby access to new areas. The conversion of Flare Beam into SSF2 is a very faithful one, working almost the same as it does on its source game.