Kirby Battle Blitz/Glitch: Difference between revisions
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*'''Most of his EX Attacks and Star Strikes deal some form of chip damage.''' This only adds to his offense. | *'''Most of his EX Attacks and Star Strikes deal some form of chip damage.''' This only adds to his offense. | ||
*'''Very High Damage Output and Strong Meter Gain''' Glitch has some of the highest damage output out there, allowing him to easily 2 touch if the opponent doesn't StarBuster. His strong meter gain helps make this damage possible, but the damage can be sacrificed to fuel his meter-hungry offense. | *'''Very High Damage Output and Strong Meter Gain''' Glitch has some of the highest damage output out there, allowing him to easily 2 touch if the opponent doesn't StarBuster. His strong meter gain helps make this damage possible, but the damage can be sacrificed to fuel his meter-hungry offense. | ||
*'''Decent Okizeme.''' Gets plenty of plus frames on oki. To use them, he posseses a meaty overhead | *'''Decent Okizeme.''' Gets plenty of plus frames on oki. To use them, he posseses a meaty overhead {{MoveTooltip-KBB|glitch|j5B}}, and a meaty plus on block projectile that can lead to further pressure (charged 5C) as well as j.5c which can be used to create a left-right mixup, all which give Glitch a few more options on oki than the average character. | ||
|cons= | |cons= | ||
*'''Heavily Relies On Meter for Offense''' 5C > 214B is really one of his only ways of safely approaching and this costs 0.75 bars. In addition, continuing his pressure requires even more meter as he needs 5c, raw 214B, and again 5C > 214B or 214A > 214B to continue his pressure, all which are expensive to do. | *'''Heavily Relies On Meter for Offense''' 5C > 214B is really one of his only ways of safely approaching and this costs 0.75 bars. In addition, continuing his pressure requires even more meter as he needs 5c, raw 214B, and again 5C > 214B or 214A > 214B to continue his pressure, all which are expensive to do. |
Revision as of 19:34, 13 November 2022
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Under Construction
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Backstory
A fragmented mess of code: Glitch! Origins unknown, he showed up one day for his now good buddy Stray to help him put himself back together. With Glitchy attacks and a childish desire to show what he can do, his move set will bring the hurt!
Gameplay
Insert character overview/primer: archetype, strengths, weaknesses, etc. This should be a paragraph that basically formally introduces their gameplan and what they should be accomplishing. (The Pro-Con table is not for this.)
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Pros | Cons |
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Stats
Life | Meter | Prejump | Walk Speed | Run Speed | Owned by |
---|---|---|---|---|---|
1000 | 3000 | 5 | 2.4 / -2.2 | 4.6 | JalenBrah |
Command List
Normal Moves
5A
Damage | Guard | Cancel | Property | Invul | Cost |
---|---|---|---|---|---|
10 | Air Unblockable | 236A, 214A, 214B, 5AA, 2A, 5B, 5C, 2C | - | - | - |
Startup | Active | Recovery | Advantage | Proration | Juggle |
5 | 4 | 8 | -1 | 5 | 5 |
Glitch throws a jab with his left nub.
- Has longer range compared to the norm.
Damage | Guard | Cancel | Property | Invul | Cost |
---|---|---|---|---|---|
15 | Mid, Air | 214A, 214B, 5BBB, 5C, 2C | - | - | - |
Startup | Active | Recovery | Advantage | Proration | Juggle |
2 | 4 | 10 | -1 (-3) |
3 | 5 |
Glitch throws a jab with his right nub.
- Ultimately serves as filler because it pushes too far to confirm into 2C at midscreen and doesn't have many cancels outside of it.
5B
Damage | Guard | Cancel | Property | Invul | Cost |
---|---|---|---|---|---|
15 | Mid, Air | 236A, 214A, 214B, 2A, 2C, 5AA, 5BB, 5C | - | - | - |
Startup | Active | Recovery | Advantage | Proration | Juggle |
6 | 9 | 4 | +0 | 2 | 5 |
Glitch does a roundhouse kick.
- Mostly filler, it's near-lack of proration and juggle makes it a good way to stack on free damage.
- Active for 9 frames with little recovery, it can potentially catch people's wakeups if timed correctly.
Damage | Guard | Cancel | Property | Invul | Cost |
---|---|---|---|---|---|
15 | Mid, Air | 236A, 214A, 214B, 2A, 2C, 5AA, 5BBB, 5C | - | - | - |
Startup | Active | Recovery | Advantage | Proration | Juggle |
3 | 8 | 8 | +0 (-2) |
2 | 5 |
Glitch switches feet and does another kick.
- Like 5B, its also filler and adds little proration and juggle.
- Also has quite a bit of active frames, but is much quicker than 5B.
Damage | Guard | Cancel | Property | Invul | Cost |
---|---|---|---|---|---|
20 | Mid, Air | Jump*, 236A, 214A, 214B, 2C, 5C | Launch | - | - |
Startup | Active | Recovery | Advantage | Proration | Juggle |
5 | 15 | 12 | +23 (-8) |
8 | 5 |
Glitch kicks upwards.
- Standard launcher. Adds quite a bit of proration.
- Has an absurd amount of active frames, meaning it can catch those who have just teched.
j5A
Damage | Guard | Cancel | Property | Invul | Cost |
---|---|---|---|---|---|
15 | High, Air | Jump, j.236B, 214B, j.5B, j.5C, j.2C | - | - | - |
Startup | Active | Recovery | Advantage | Proration | Juggle |
4 | 3 | 11 | -1 ~ +7 | 5 | 10 |
Glitch does a straight kick with his foot.
- A decent poke, is mainly filler in combos.
jB
Damage | Guard | Cancel | Property | Invul | Cost |
---|---|---|---|---|---|
20 | High, Air | Jump, j.236B, 214B, j.2B, j.5C, j.2C | - | - | - |
Startup | Active | Recovery | Advantage | Proration | Juggle |
6 | 23 | 8 | +4 ~ -12 (-18 ~ +8) |
5 | 6 |
Glitch does a straight kick with his other foot.
- Has a ton of active frames, making it great as an approach option, especially when paired with j.2C.
- Can also potentially catch the unprepared, as it hits high.
j2B
Damage | Guard | Cancel | Property | Invul | Cost |
---|---|---|---|---|---|
30 | High, Air | 236B, 214B, j.2C | Counterhit, Wallbounce | - | - |
Startup | Active | Recovery | Advantage | Proration | Juggle |
9 | 4 | 22 | +39 ~ +78 (+1 ~ -15) |
5 | 5 |
Glitch does a very wide roundhouse kick childishly.
- Causes Fatal Counterhit. It's special property makes it so the attack can wallbounce in a combo again, regardless of if it wallbounced before and Glitch's next attack was not a j2B or not.
- Has a special property where if j.2B hits the opponent, and if j.2B hits again, the attack will wallbounce again.
- Paired with airdash, this means it's possible to chain j.2B into j.2B repeatedly until Glitch lands.
- Is the only exception to the "Stale Moves" system in game.
- If the opponent is hit with another attack after j.2B, the attack will no longer wallbounce.
j5C
Damage | Guard | Cancel | Property | Invul | Cost |
---|---|---|---|---|---|
30 | High, Air | Jump, 236B, 214B, j.2C | Counterhit, Launch | - | - |
Startup | Active | Recovery | Advantage | Proration | Juggle |
8 | 4 | 12 | +4 ~ -12 (-18 ~ +8) |
5 | 10 |
Glitch does a flip kick.
- Causes Fatal Counterhit. It's special property gives it double the untech time.
- Has a very large hitbox capable of crossing up the opponent.
Universal Mechanics
2A
Damage | Guard | Cancel | Property | Invul | Cost |
---|---|---|---|---|---|
30 (10,20) | Low, Air | Jump, 236A, 214A, 214B, 5AA, 5C, 5BB | Launch | - | - |
Startup | Active | Recovery | Advantage | Proration | Juggle |
6 | 5(13)4 | 12 contact, 8 whiff | +21 (-2) |
5 | 5 |
Glitch sweeps his foot low to the ground, then pokes the opponent's toes.
- Glitch will not do the second part of the attack on whiff.
2B
Damage | Guard | Cancel | Property | Invul | Cost |
---|---|---|---|---|---|
30 (10,20) | High, Air | Instant Air Dash, 236B, 214B, j.2B, j.2C, j.5C | Launch | - | - |
Startup | Active | Recovery | Advantage | Proration | Juggle |
13 | 4 | until landing | +3 ~ +13 (+4 ~ -8) |
- | - |
Glitch jumps and does a roundhouse kick, the same way he does in 5B.
- Universial overhead, but has a good stagger window if being canceled into any other move.
5Y
Damage | Guard | Cancel | Property | Invul | Cost |
---|---|---|---|---|---|
100 | - | 214B | Launch, Vacuum, Throw | - | - |
Startup | Active | Recovery | Advantage | Proration | Juggle |
9 | 5 | 15 whiff, until landing on success | +36 | 35 | 5 |
EX Attacks
Glitch Bomb
Glitch Bomb Booster
Glitch Bomb Booster
2C (Air OK) |
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Star Strikes
Clone Explosion: Approach
Clone Explosion: Retreat
"Check This Out!": Flip Kick Slam
"Behind You!": Glitch Out
"Behind You!": Glitch Out
214B (Air OK) |
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"Say Goodbye To That Ability!"
Cancel Table
A | B | C | Star Strike | Unique | |
---|---|---|---|---|---|
5A | 5AA, 2A | 5B | 5C, 2C | 236A, 214A | - |
5AA | - | 5BBB | 5C, 2C | 214A, 214B | - |
5B | 5AA, 2A | 5BB | 5C, 2C | 236A, 214A, 214B | - |
5BB | 5AA, 2A | 5BBB | 5C, 2C | 236A, 214A, 214B | - |
5BBB | - | - | 5C, 2C | 236A, 214A, 214B | Jump[-] |
5C | - | - | - | 214B[+] | - |
2C | - | - | j.2C | - | - |
j.5A | - | j.5B | j.5C, j.2C | j.236B, j.214B[+] | Jump |
j.5B | - | j.2B | j.5C, j.2C | j.236B, j.214B[+] | Jump |
j.2B | - | - | j.2C | j.236B, j.214B[+] | - |
j.5C | - | - | 2C | j.236B, j.214B[+] | Jump |
j.2C | - | - | j.2CC | - | - |
j.2CC | - | - | - | j.236B | - |
2A | 5AA | 5BBB | 5C | 236A, 214A, 214B | Jump |
2B | - | j.2B | j.5C, j.2C | j.236B, j.214B[+] | Instant Air Dash |
Y | - | - | - | 214B | - |
236A | - | - | - | - | - |
214A | - | - | - | 214B | - |
236B | - | - | j.5C | - | - |
214B | - | - | - | - | - |
236C | - | - | - | - | - |
X: On Contact
X[+]: Available on Whiff
X[-]: On Hit only
X[/]: On Block only
Color Gallery
Roadmap
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In Progress / Completed | To-do |
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