Kirby Battle Blitz/Jodie

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Backstory

Jodie is someone who doesn't have a past, was born without a name, or better yet, doesn't know his past. He just knows that he was always alone. No family. No mother. No father. No anything. When he was young he would do anything to survive. He was very raw and almost emotionless having to deal with the struggles of the world alone, but one day he met someone named Kaige. Kaige is a very lazy and laid-back guy, but he has a strong sense of justice and likes to have fun. He was the one to give Jodie his name, and because of him, he discovered the power of "The Wielder". After going through so much together, now his precious friend is missing. Outside of the Strike Force, Jodie also works for a secret organization called "The Company" along with Kaige. Now ever since Kaige went on a reconnaissance mission and lost all contact. Jodie vows to search for his friend either dead or alive till the day he dies.

Gameplay

Jodie is a versatile and very fast stance character who can freely choose between being a rushdown and being a sword fighter. He can trade fast moves and burst movement for massive hitboxes and powerful fatal counterhits and vice versa at will, allowing you to play Jodie however you desire, as long as it's up close and personal.

Playstyle
KBB Jodie Icon.png Jodie is a versatile and speedy stance character who can choose between rushing down his opponents and spacing them out in neutral.
Pick if you like Avoid if you dislike
  • Exceptionally High Damage Output - Jodie can easily defeat his opponent in 2 touches if they don't use StarBuster.
  • Access to Many Strong Reversals - They give him a better disadvantage state than most of the cast.
  • Great Mobility - He has a very fast run speed, and he has fast additional burst movement that allows him to quickly get in when he sees a chance. In addition, his fast movement makes it difficult to camp Jodie out.
  • Exceptional Meter Build - Giving him enough meter to do his exceptionally high damage often while continually having access to his extra movement options.
  • Very Good Normals - Many of Normal Jodie's moves are faster than average, while all of Sword Jodie's moves have very large hitboxes and decent range.
  • Strong Pressure - With meter, Normal Jodie will always have the threat of an invulnerable command grab out of 214B within his blockstring, forcing the opponent to think quickly or get caught in a very damaging combo, while without meter he has a very fast low and strong overheads to mixup his pressure. For Sword Jodie, As long as Jodie has meter to do S.j.5c, Jodie can continually and safely reset his blockstring for constant mixups.
  • Damaging Fatals in Sword Mode - Sword Jodie's 5b and j.b are both large fatal counterhits that come out decently fast at frame 6, and will easily convert into damaging combos (if he has the meter).
  • Having a reversal air grab. - While the move greatly reduces combo damage after it's use, not many characters have an air grab, let alone a reversal air grab. Use it wisely.
  • Having a vulnerable approach. - Some of his common approaching moves leave him vulnerable and wide open, if only for a brief moment, making him susceptible to reads or to being stuffed out.
  • Having a lack of range on everything - Jodie has to rely on his speed, and he has to get in at some point to get anything done.
  • Your Universal Throw having more limited combo potential. - Jodie does not get rewarded as much as others for landing a normal grab, meaning that he must spend meter in some way to combo off of a grab, whether that is doing a command grab or doing starburst.
  • Unreliable Anti-Airs as Normal Jodie - Every anti-air normal Jodie has is very stubby, and most of them have a lot of end lag on whiff.
  • Inability to charge meter as Sword Jodie - Sword Jodie essentially runs on limited fuel if his meter is not managed properly.

Stats

Life Meter Prejump Walk Speed Run Speed Owned by
1000 3000 2 2.8 / -2.2 6 KlasiqueTV

Command List

Normal Moves

5A
5A
5A Damage Guard Cancel Invul Property Cost
15 Air Unblockable 5AA, 2A, 5B, 5C, 236A, 214A, 236C - - -
Startup Active Recovery Advantage Proration Juggle
6 3 6 0 5 5

Jodie takes a jab at the opponent.

  • It's a fast poke that confirms into either continued pressure or a combo.
  • Safe on whiff.
5AA Damage Guard Cancel Invul Property Cost
20 Mid, Air 5BB, 5C, 6C, 236A, 214A - - -
Startup Active Recovery Advantage Proration Juggle
6 5 8 0 5 5

Jodie follows up with a kick.

5B
5B
5B Damage Guard Cancel Invul Property Cost
15 Mid, Air 2A, 5AA, 5BB, 6C, 5C - - -
Startup Active Recovery Advantage Proration Juggle
10 12 13 0 5 10

Jodie does a high kick.

  • Can function as an anti-air if timed properly, but there are better moves for that.
  • Can be done in a block string to set up a pseudo 50/50 of either canceling into 5C and doing a high attack, or canceling into 2A for a low attack.
  • Achieving the right circumstances for this is difficult, but may be worth it for an extremely fast pseudo-50/50. It's safest to do this by canceling into 5B from your 5A jab in a blockstring.
5BB Damage Guard Cancel Invul Property Cost
40 (5 x 8) Mid, Air 5BBB, 5C, 6C, 214A, 214B Projectile (0-31) - -
Startup Active Recovery Advantage Proration Juggle
3 24 17 0 5 5

Jodie breakdances on the opponent.

  • This move has very high meterbuild, so it's a staple in every combo.
  • Useful in blockstrings as it leads to 5BBB, which can be canceled.
  • This move itself can be cancelled into several important pressure moves for unpredicable pressure. Some routes completely punish many forms of retaliation, and others take advantage of a scared opponent.
  • It can be cancelled into 5C. Only do this if you are certain that the opponent won't press buttons.
5BBB Damage Guard Cancel Invul Property Cost
20 Mid, Air Jump (on hit only), 5C, 6C, 236A (on hit only), 214A - Launch -
Startup Active Recovery Advantage Proration Juggle
6 4 20 -8 5 10

Jodie kicks the opponent high in the air.

  • This is one of jodie's main launcher in combos. It's advantage over 6C is that it builds meter rather than drain it, but it does slightly less damage and consumes juggle.
  • On block, this causes a lot of blockstun for the opponent, so you can cancel the move to take advantage of it. Twinkle cancelling it is especially powerful (and very costly) as it leads to a guaranteed 50/50.
  • Extremely negative when instant blocked.
66B
66B
Damage Guard Cancel Invul Property Cost
40 (5×8) Mid, Air Jump (on hit only), 5C, 6C, 236A (on hit only), 214A - - -
Startup Active Recovery Advantage Proration Juggle
3 24 17 -7 3 10

Jodie spin-kicks his way into the action

  • Extremely fast startup
  • Some priority above him, so can function as an anti-air sometimes, though many dive kicks will beat it.
  • Same as 5BB in many aspects, and has the same cancels on block
j5A
j.5A
Damage Guard Cancel Invul Property Cost
15 High, Air Jump, j.5A, j.B, j.5C, j.6C, 214A - - -
Startup Active Recovery Advantage Proration Juggle
5 2 33 -14 to -9 2 10

Jodie kicks in the air

  • Good filler to use after launching the opponent to continue the combo.
j5B
j.5B
j.B Damage Guard Cancel Invul Property Cost
25 High, Air Jump, j.6C, j.5C, j.BB - - -
Startup Active Recovery Advantage Proration Juggle
6 6 0 +4 to +12 0 10

Jodie kicks upwards in the air with his other leg.

  • Really good in combos
  • The lingering hitbox and the lack of recovery make it good for safely approaching.
j.BB Damage Guard Cancel Invul Property Cost
20 High, Air IAD (on hit only), Airdash (on hit only) - Knockdown -
Startup Active Recovery Advantage Proration Juggle
9 2 10 +1 0 10

Jodie follow up with a second kick that throws the opponent against the ground.

  • Can be cancelled with IAD to continue the combo back on the ground. Make sure to always let the opponent bounce once before continuing the combo.
  • Leaves you safe and back in a neutral state on block.

Universial Mechanics

2A
Normal Jodie Damage Guard Cancel Invul Property Cost
20 Low, Air 5AA, 5BB, 5C, 236C - - -
Startup Active Recovery Advantage Proration Juggle
5 3 17 -7 5 5

Very fast low kick

  • Important in jodie's combos as it is one of his few moves that can pickup knocked opponents
  • Will outspeed many moves and has an amazing hitbox, but is wiff-punishable.
  • The move itself is very good at wiff-punishing moves as well as block-punishing unsafe moves.
2B
Damage Guard Cancel Invul Property Cost
10 High, Air IAD, Airdash (66, 44), j.6c - - -
Startup Active Recovery Advantage Proration Juggle
18 2 32 +5 5 0

Jodie jumps in the air and kicks the opponent in the head.

  • Very slow overhead that leads to plus frames.
  • Can be used to call out counters, but is otherwise reactable at frame 18.
  • Outclassed as an overhead by his jumping moves, but outclasses most of his moves when it comes to advantage on block.
Grab
Grab
Grab (Y)
Damage Guard Cancel Invul Property Cost
150 Unblockable - Invincible (on hit) Throw -
Startup Active Recovery Advantage Proration Juggle
10 5 15 33 on hit 35 25

Jodie lunges forward and grabs the opponent. If it succeeds, he throws them behind him.

  • Faster than average grabs
  • Can only combo in the corner or with starburst cancel

EX Attacks

EX Attack 1
Damage Guard Cancel Invul Property Cost
- - 5C.A, 5C.B, 5C.C, Jump, 2C, Backdash, Run - Stance -
Startup Active Recovery Advantage Proration Juggle
- - 36 - - 200

Jodie does a spindash, giving him access to 3 additional moves and many other options.

  • Some actions take longer than others to come out. As such, here are all the actions that Jodie can take during this stance.
  • Frame 12: Stance A, Stance B, Stance C, Jump, 2C
  • Frame 26: Dash Back (hold back), Sprint (hold forward)
Damage Guard Cancel Invul Property Cost
20 Mid, Air - - Launch -
Startup Active Recovery Advantage Proration Juggle
3 4 20 +2 5 10

Jodie kicks the opponent upwards.

  • Jodie's fastest option out of the spindash; beats normal retaliation.
  • Very minus if instant blocked, but timing can be mixed up, so don't be predictable.
Damage Guard Cancel Invul Property Cost
50 (100 on fatal) High, Air iad, 66, j.6C, (the following are on hit only) j.A, j.B, j.5C Air Attacks (1-7),
Low Attacks (3-23),
Projectiles (3-23)
Counterhit -
Startup Active Recovery Advantage Proration Juggle
13 2 12 -1 8 0

Jodie jumps and slams his opponent downward with a kick.

  • Strong Overhead out of a blockstring.
  • Serves as a good knowledge check.
  • Also good for catching opponents trying to mash out of your blockstring, as this fatal hits especially hard, and it will always beat lows and universal counters.
Damage Guard Cancel Invul Property Cost
24 (3×8) Mid, Air IAD, 66, j.A, j.B, j.5CC, j.6C, 214A, 236C Invincible (1-10) - 200
Startup Active Recovery Advantage Proration Juggle
9 24 (3×8) 14 -13 to -19 5 10

Jodie jumps and does a spin dash. He is invulnerable on startup

  • Serves as a small reversal in a blockstring. Useful if an opponent is trying to hit your Spin Dash B move.
  • Also serves as a timing mixup for the overhead.
  • On its own, it's extremely unsafe on block, so don't do the move alone. Almost always follow up with j.5CC on block.
  • If timed properly, this move can counter some of the worse reversals in this game. Timing varies on opponent timing and the move they are using.


EX Attack 2
Boost Dash
6C (Air OK)
Damage Guard Cancel Invul Property Cost
40 Mid, Air Jump, 6C (cancels into itself only once), 6C2C, (air only) j.5C Invincible (10-20) Counterhit,
Launch
200
Startup Active Recovery Advantage Proration Juggle
10 10 10 or until grounded 8 to -9 5 0

Jodie boosts towards his opponent, launching them into the air.

  • One of Jodie's most prominent approach tools.
  • Inputing 2C after connecting this move will cause Jodie to switch to Sword Mode and perform S.j.5C
  • Aerial Version has a bit more blockstun, making it safer on block. This move is never safe on block point blank though.
  • Jodie's Main Launcher with meter, as it does more damage than 5BBB
  • With proper spacing, this move can be used to wiff-punish the opponent in certain matchups.


EX Attack 3
j.5C Damage Guard Cancel Invul Property Cost
3 per hit Mid, Air j.5CC, j.6C, 214A, 236C - - 200
Startup Active Recovery Advantage Proration Juggle
9 24 14 +7 to +9 (-13 to -19) 5 10
  • Normal Jodie's most effective meterless anti-air, but also his riskiest one.
  • This move is extremely active, but has a lot of recovery
  • Cancelling this version of the move on hit will cause the combo to drop, as it's instantly techable.
Spinning Flip Kick (j.5CC) Damage Guard Cancel Invul Property Cost
30 High, Air j.6C - Knockdown -
Startup Active Recovery Advantage Proration Juggle
- - - (-5 to +5) - -

Jodie slams the opponent into the ground with a kick.

  • Useful for continuing combos back on the ground.


Normal Moves

S.5A
S.5A Damage Guard Cancel Invul Property Cost
15 Mid, Air S.5AA, S.2A, S.5B, S.5C, 236A, 214A, 236B - - -
Startup Active Recovery Advantage Proration Juggle
8 4 13 0 3 5

Jodie slashes his sword upwards.

  • Combo starter with massive range.
  • Can stuff other moves out
  • Can function as a good anti-air, but beware of the extended hurtbox on the upper part of the sword's arc.
S.5AA Damage Guard Cancel Invul Property Cost
25 Mid S.2A, S.5B, 236A, 214A, 236B - - -
Startup Active Recovery Advantage Proration Juggle
6 8 8 0 3 5

Jodie follows up with a downward slash

  • Good for taking on damage in combos
  • Can be delayed in blockstrings for a good stagger.
S.5B
S.5B Damage Guard Cancel Invul Property Cost
25 Air Unblockable 5BB, 5C, 236A, 214A, 236B - Counter Hit -
Startup Active Recovery Advantage Proration Juggle
6 6 10 0 5 10

Jodie thrusts his sword into the opponent

  • Amazing Fatal that converts to a combo.
  • Can be staggered out of both parts of S.5A for a dangerous frame trap.
S.5BB Damage Guard Cancel Invul Property Cost
30 Mid, Air - - Counter Hit,
Launch
-
Startup Active Recovery Advantage Proration Juggle
8 3 16 -2 0 10

Jodie does one last slash to send the opponent flying into the air.

  • Sword Jodie's standard launcher
  • Safe, but negative on block. You will not be able to continue you're pressure if this move is blocked.
S.j.A
Damage Guard Cancel Invul Property Cost
15 High Jump (on hit only), j.S.B, j.S.5C, j.S.2C, 214A - - -
Startup Active Recovery Advantage Proration Juggle
4 2 6 +5 to +6 (+1 to +2) 0 10
S.j.B
S.j.B Damage Guard Cancel Invul Property Cost
15 (30 on fatal) High Jump, j.S.BB, j.S.5C, j.S.2C, 214A - Counter Hit -
Startup Active Recovery Advantage Proration Juggle
5 2 10 -3 to -5 5 5

Jodie slashes upwards in the air.

  • A fast fatal with a massive hitbox.
S.j.BB Damage Guard Cancel Invul Property Cost
20 (40 on fatal) High Jump, j.S.5C, j.S.2C, 214A - Counter Hit,
Knockdown
-
Startup Active Recovery Advantage Proration Juggle
3 2 10 0 5 5

Jodie follows up with a slash downward, knocking the opponent down.

  • Puts the opponent in knockdown if it lands while still being safe on block.
  • Just like the first part of this move, this part also fatals and can be staggered.

Universal Mechanics

Low Attack
Sword Jodie Damage Guard Cancel Invul Property Cost
15, 20 Low, Air Bounce (Jump), S.5BB, 236A, 214A, 236B - Multi-hit move (2 hits), Launches -
Startup Active Recovery Advantage Proration Juggle
8, 7 4, 4 14 -5 5 10

Jodie does low swipe with his sword

  • A meaty low that converts into combos
  • Is jump cancelable. He is +2 on block if he jump cancels this move.


Overhead
Damage Guard Cancel Invul Property Cost
10 HA IAD, j.S.5c, 236A (if inputted as 236B for some reason) - - -
Startup Active Recovery Advantage Proration Juggle
22 3 33 +9 5 0

Jodie jumps in the air and kicks the opponent in the head, but he has a sword on him now.

  • A more extreme version of the normal jodie 2b. Even slower, but more plus. Has the same use.
  • Despite the plus frames, it's so slow that this move is more heavily outclassed as an overhead by Sword Jodie's aerial moves. Use it in okizeme to set up strong pressure.


Grab
Grab
Grab (Y)
Damage Guard Cancel Invul Property Cost
150 Unblockable - Invul on hit Throw -
Startup Active Recovery Advantage Proration Juggle
10 5 15 33 on hit 35 25

Jodie lunges forward and grabs the opponent. If it succeeds, he throws them behind him.

  • Faster than average grabs
  • Can only combo in the corner or with starburst
  • Same as Normal Jodie's Grab

EX Attacks

Rush Tornado
Damage Guard Cancel Invul Property Cost
42 (7×6) Mid S.2A, S.5BB, 236A, 214B, 236B - - 200
Startup Active Recovery Advantage Proration Juggle
6 24 12 -4 0 10

Jodie Spins into his opponent.

  • Can be used to extend Sword Jodie's block string and delay the 2a or fish for a counter.


Falling Whirlwind
Damage Guard Cancel Invul Property Cost
39 (3×13) Mid S.j.5CC - - 300
Startup Active Recovery Advantage Proration Juggle
8 26 13 -14 to +3 0 10

Jodie spindashes with his sword.

  • Damage increases to 78 (6×13) if canceled into from 6C.2C.
  • One of Jodie's very powerful ways to switch stances mid pressure if done from 6C.2C.
  • When positioned up close, this move becomes plus, making it a very powerful pressure tool.
  • Massive hitbox makes it very good in neutral.
  • Very negative if spaced improperly
  • Will easily convert into a combo if it connects.
S.j.5CC Damage Guard Cancel Invul Property Cost
- Mid 214A - - -
Startup Active Recovery Advantage Proration Juggle
6 2 6 +5 11 0
  • This move puts the opponent into hard knockdown. Good for ending combos and setting up for okizeme.


EX Attack 3
Damage Guard Cancel Invul Property Cost
35 (5 x 7) + 30 Mid, Air Saber Throw - - 250
Startup Active Recovery Advantage Proration Juggle
14 21 38 -18 to -16 5 15

Jodie spins around with his saber.

  • A good combo ender.
Damage Guard Cancel Invul Property Cost
30 Mid, Air - - Projectile 250
Startup Active Recovery Advantage Proration Juggle
1 Varies 50 (till you land) -5 to -6 0 5

Jodie throws his sword forward.

  • The swords becomes a projectile untill it lands on the ground.
  • The swords explodes 6 seconds after landing on the ground.
  • Jodie goes into normal jodie after using this move, and cannot access any move that would use a sword until this one blows up.
  • Sword can be picked up again with 2C and 236A

Star Strikes

Star Strike 1
Damage Guard Cancel Invul Property Cost
- - 5c No Collision (1-12) - 500
Startup Active Recovery Advantage Proration Juggle
- - 14 total - - -

Jodie blitzes forward faster than the eye can see! Can switch sides if close enough

  • Powerful approach and escape tool
  • Grants Jodie insane burst mobility while being relatively cheap
  • Deactivates Sword Mode if on


Star Strike 2
Damage Guard Cancel Invul Property Cost
70 Mid, Air - Invincible (1-10) - 1000
Startup Active Recovery Advantage Proration Juggle
8 6 21 -14 0 0

Jodie jumps up with a rising sword slash

  • Activates Sword Mode
  • Invul on start-up, and a massive hitbox.
  • Technically unsafe, but the resulting position makes it so that many characters cannot effectively punish it unless it's instant-blocked


Star Strike 4
Damage Guard Cancel Invul Property Cost
165 Mid, Air - - - 1000
Startup Active Recovery Advantage Proration Juggle
6 22 12 -1 0 0

Jodie Slashes his opponent 3 times. On the third slash, his sword detonates.

  • Sword Mode Only
  • Deactivates Sword Mode on success
  • Easily his most damaging super
  • Very easy to continue combo's after it.


Star Strike 3
Damage Guard Cancel Invul Property Cost
- - 214B.A, 214B.B, 214B.C, 236A, 214A, 236C Projectile (1-12) - -
Startup Active Recovery Advantage Proration Juggle
- - 27 - - -

Jodie runs forward with no time for a plan!

  • Activates a stance with three possible moves in A, B, and C
  • Normal Mode Only
  • Can go through projectiles if timed properly
Swish Em'
214B.A
Damage Guard Cancel Invul Property Cost
60 Mid, Air - - - -
Startup Active Recovery Advantage Proration Juggle
4 5 15 -2 0 0

Jodie tackles the opponent and throws them to the other side

  • Useful for combos
Slash Em'
214B.B
Damage Guard Cancel Invul Property Cost
30 Air Unblockable 66 (Dash) - - -
Startup Active Recovery Advantage Proration Juggle
6 3 12 -2 (up to +9 if dash cancelled) 0 0

Jodie switches to sword mode and does a forward thrust if his blade

  • Dash cancellable
  • If it lands, it leads to sliding knockback.
  • Air-unblockable
Grab Em'
214B.C
Damage Guard Cancel Invul Property Cost
120 Unblockable - - - -
Startup Active Recovery Advantage Proration Juggle
3 3 23 - 0 0

Jodie grabs the opponent, and if successful throws them away!

  • Nicely compliments 214B.B
  • Boost Dash after the throw to get a very damaging combo.
  • Fun Fact: This move has code to tank proration by 35 points, but this never activates due to the grab not counting as a hit.


Star Strike 5
236C Damage Guard Cancel Invul Property Cost
120 (15×8) Unblockable 236C.A, 236C.B All - 1000
Startup Active Recovery Advantage Proration Juggle
6 3 10 - 25 0

Jodie grabs and spins on his opponent.

  • Invincible for the entire move
  • Incredibly fast
  • Is a rekka, choose one of two ways to finish the move.
j.236C Damage Guard Cancel Invul Property Cost
120 (15×8) Unblockable j.236C.A, 236C.B All - 1000
Startup Active Recovery Advantage Proration Juggle
6 3 10 - 50 0

Jodie grabs and spins on his opponent.

  • Is incredibly fast
  • Is a rekka, choose one of two ways to finish the move.
  • Tanks proration
  • Cancel from j.236C to j.236C.A only works from the second hit onward, otherwise it will cancel into 236C.A
Jodie Spinner (236C.A) Damage Guard Cancel Invul Property Cost
10 x9 = 90 Mid, Air 5c - - -
Startup Active Recovery Advantage Proration Juggle
3 27 9 - 0 0

Jodie does a break-spin, kicking his opponent repeatedly!

  • In the air he delivers a spinning kick and slams the opponent into the ground.
  • Use this if you wanna continue your combos or set up for oki
  • Air version will greatly lower your proration, partially ruining combo damage afterward.
Jodie Spinner (j236C.A) Damage Guard Cancel Invul Property Cost
10 x9 = 90 Mid, Air 5c - - -
Startup Active Recovery Advantage Proration Juggle
13 2 12 - 0 0

Jodie does a spinning kick, slamming the opponent onto the ground!

  • Will greatly lower your proration, significantly reducing combo damage afterward.
  • Otherwise Identical to j.5CC.
Jodie Kicker (236C.B) Damage Guard Cancel Invul Property Cost
110 + Proration Points - 214A - - -
Startup Active Recovery Advantage Proration Juggle
3 10 10 - 0 0

Jodie does a massive kick, doing huge damage while sending the opponent flying.

  • Use this if you want raw damage

Cancel Table

Cancel Table
A B C Star Strike Unique
5a 5aa, 2a 5b 5c, 6c - -
5aa - 5bb 5c, 6c 236A, 214A -
2a 5aa 5bb 5c 236C[-] -
5b -2a, 5aa 5bb 5c, 6c - -
5bb and 66b - 5bbb 5c, 6c 214A, 214B -
5bbb - - 5c, 6c 236A[-], 214A Jump[-]
2b - - 6c - iad, 66
5c 5c.a[+] 5c.b[+] 5c.c[+], 2c[+] - dashback(hold back)[+], sprint(hold forward)[+], jump[+]
5c.a - - 5c, 6c 236A[-], 214A Jump[-]
5c.b - - - - -
5c.c - - - - -
6c - - - - -
2c - - - - -
j.a - - - - -
j.b - - - - -
j.5c - - - - -
j.5cc - - - - -
j.6c - - - - -
S.5a 5aa, 2a 5b 5c, 6c - -
S.5aa - 5bb 5c, 6c 236A, 214A -
S.2a - - - - -
S.5b -2a, 5aa 5bb 5c, 6c - -
S.5bb - - - - -
S.2b - - - - -
S.5c - - - - -
S.2c - - - - -
S.j.a - - - - -
S.j.b - - - - -
S.j.bb - - - - -
S.j.5c - - - - -
S.j.5cc - - - - -
j.2c - - - - -
236A - - - - -
214A - - - - -
236B - - - - -
214B - - - - -
214B.A - - - - -
214B.B - - - - -
214B.C - - - - -
236C - - - - -
236C.A - - - - -
j.236C - - - - -
j.236C.B - - - - -
236C.B and j.236C.B - - - - -

X: On Contact

X[+]: Available on Whiff

X[-]: On Hit only

X[/]: On Block only


Color Gallery

Roadmap

17% complete
In Progress / Completed To-do
  • Basic stuff like the landing page and navbox is in, along with some system pages.
  • System page is complete.
  • Clean up and finish the rest of the character pages. Every page needs to be updated to account for changes in updates 2.0 to 2.4.
  • Create netplay page.
  • Update FAQ
  • Add patch-notes from 2.1 to 2.4.
  • Finish adding frame data to every page, and begin adding hit-boxes to every page. Glitch is currently the gold standard in the gameplay section, hitboxes aside. (Avoid doing Violet's at all costs however!)
  • When Adding Hitboxes: Only take images from Fighter Factory. This is to keep the look of the hitboxes clean!
  • Ensure that this chart is updated over time.


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