Kirby Battle Blitz/Jodie: Difference between revisions

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Line 61: Line 61:
   |damage    = 15
   |damage    = 15
   |guard      = Mid
   |guard      = Mid
   |cancel    = 5AA, 5B, 5C, 236A, 214A, 236C
   |cancel    = 5AA, 2A, 5B, 5C, 236A, 214A, 236C
   |invul      =  
   |invul      =  
   |property  =
   |property  =
Line 122: Line 122:
   |version    =
   |version    =
   |subtitle  =
   |subtitle  =
   |damage    =
   |damage    = 15
   |guard      =
   |guard      = Mid
   |cancel    =
   |cancel    = 2A, 5AA, 5BB, 6C, 5C
   |invul      =
   |invul      =
   |property  =
   |property  =
   |cost      =
   |cost      =
<!------------>
<!------------>
   |startup    =
   |startup    = 10
   |active    =
   |active    = 12
   |recovery  =
   |recovery  = 13
   |advantage  =
   |advantage  = 0(0)
   |proration  =
   |proration  = 5
   |juggle    =
   |juggle    = 10
   |description=
   |description= 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 cancelling into 5C and doing and high attack, or cancelling into 2A for a low attack.
Achieve the right circumstances for this is difficult, but may be worth it for an extremely fast 50/50. It's safest to do this by cancelling into 5B from your 5A jab in a blockstring.
}}
}}
 
=====<font style="visibility:hidden; float:right"></font>=====
{{MoveData
|name    =
|subtitle=
|input  = 5BB
|image  =
|caption =
|hitbox  =
|hitboxcaption =
|linkname=
|data    =
{{AttackData-KBB
  |version    =
  |subtitle  =
  |damage    = up to 40
5 per hit, up to 8 hits
  |guard      = Mid, Air
  |cancel    = 5BBB, 5C, 6C, 214A, 214B
  |invul      = (Projectile Invul) 0 - 31
  |property  =
  |cost      =
<!------------>
  |startup    = 3
  |active    = 24
  |recovery  = 17
  |advantage  = -3(0)
  |proration  = 5
  |juggle    = 5
  |description= Jodie breakdances on the opponent.
This move has very, very high meterbuild.
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.
It can be cancelled into 5C, but it is not recommended as you will be negative.
  }}
  }}
}}
}}
Line 143: Line 182:
|name    =
|name    =
|subtitle=
|subtitle=
|input  =
|input  = 5BBB
|image  =
|image  =
|caption =
|caption =
Line 153: Line 192:
   |version    =
   |version    =
   |subtitle  =
   |subtitle  =
   |damage    =
   |damage    = 20
   |guard      =
   |guard      = Mid, Air
   |cancel    =
   |cancel    = Jump (on hit only), 5C, 6C, 236A (on hit only), 214A
   |invul      =
   |invul      =
   |property  =
   |property  =
   |cost      =
   |cost      =
<!------------>
<!------------>
   |startup    =
   |startup    = 6
   |active    =
   |active    = 4
   |recovery  =
   |recovery  = 20
   |advantage  =
   |advantage  = 9 (-8)
   |proration  =
   |proration  = 5
   |juggle    =
   |juggle    = 10
   |description=
   |description= 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.
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 as it leads to a guaranteed 50/50.
  }}
  }}
}}
}}

Revision as of 15:56, 16 August 2022

KBB Jodie Render.png
Jodie
Owned by: KlasiqueTV
HP: 1000
Meter Size: 3000
Prejump Frames: 2
Extra Movement Options: PLACEHOLDER

Backstory

Jodie is someone who doesn't have a past, 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 really 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

PLACEHOLDER

Strengths Weaknesses
  • PLACEHOLDER
  • PLACEHOLDER
  • PLACEHOLDER
  • PLACEHOLDER
  • PLACEHOLDER
  • PLACEHOLDER

Command List

Normal Moves

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

Jodie takes a jab at the opponent. It's a fast poke that confirms into either continued pressure or a combo.

5AA
Damage Guard Cancel Invul Property Cost
20 Mid 5BB, 5C, 6C, 236A, 214A - - -
Startup Active Recovery Advantage Proration Juggle
6 5 8 -1(0) 5 5

Jodie follows up with a kick.

5B
Damage Guard Cancel Invul Property Cost
15 Mid 2A, 5AA, 5BB, 6C, 5C - - -
Startup Active Recovery Advantage Proration Juggle
10 12 13 0(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 cancelling into 5C and doing and high attack, or cancelling into 2A for a low attack. Achieve the right circumstances for this is difficult, but may be worth it for an extremely fast 50/50. It's safest to do this by cancelling into 5B from your 5A jab in a blockstring.

5BB
Damage Guard Cancel Invul Property Cost
up to 40

5 per hit, up to 8 hits

Mid, Air 5BBB, 5C, 6C, 214A, 214B (Projectile Invul) 0 - 31 - -
Startup Active Recovery Advantage Proration Juggle
3 24 17 -3(0) 5 5

Jodie breakdances on the opponent. This move has very, very high meterbuild. 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. It can be cancelled into 5C, but it is not recommended as you will be negative.

5BBB
Damage Guard Cancel Invul Property Cost
20 Mid, Air Jump (on hit only), 5C, 6C, 236A (on hit only), 214A - - -
Startup Active Recovery Advantage Proration Juggle
6 4 20 9 (-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. 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 as it leads to a guaranteed 50/50.

Sword Moves

Universal Mechanics

EX Attacks

Star Strikes

Combos

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.


General
FAQ
Controls
HUD
Netplay
Menus
System
Glossary
Patch Notes
Characters
Glitch
Aege
Fly
Max
Yoru
Stray
Jodie
Clutch
Saito
Noll
Sareo
Hiryo
Vivienne
Bill
Violet
Jay
Leon