Kirby Battle Blitz/Glitch: Difference between revisions
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| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage|gli_5c|caption=-|hitbox=yes}} | {{MoveDataCargoImage|gli_5c|caption=-|hitbox=yes}} | ||
{{MoveDataCargoImage|gli_5c_cg|caption=Additional hitbox when Charged|hitbox=yes}} | |||
| info = | | info = | ||
{{AttackDataCargo-KBB/Query|gli_5c}} | {{AttackDataCargo-KBB/Query|gli_5c}} | ||
{{AttackDataCargo-KBB/Query|gli_5c_cg}} | |||
Glitch fires a ball of energy that explodes on contact. | Glitch fires a ball of energy that explodes on contact. | ||
*Does | *Does 40 chip damage on block if charged, otherwise does 20 chip damage. | ||
*Can be canceled into Glitch Out at any point in time, including on whiff. This can make it safe in some situations, along with it working as an approach option because the teleport brings you up close and personal. | *Can be canceled into Glitch Out at any point in time, including on whiff. This can make it safe in some situations, along with it working as an approach option because the teleport brings you up close and personal. | ||
*If | *If the uncharged variation hits an aerial opponent, the attack will put the opponent into juggle state. | ||
*Doubles the hitstun on counterhit, making it safe enough to potentially start a combo if canceled into Glitch Out. | *Doubles the hitstun on counterhit, making it safe enough to potentially start a combo if canceled into Glitch Out. | ||
}} | }} | ||
=====<font style="visibility:hidden; float:right">Glitch Bomb Booster</font>===== | =====<font style="visibility:hidden; float:right">Glitch Bomb Booster</font>===== | ||
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| input = 2C | | input = 2C | ||
| images = | | images = | ||
{{MoveDataCargoImage|gli_2c|caption=}} | {{MoveDataCargoImage|gli_2c|caption=2C}} | ||
{{MoveDataCargoImage|gli_j2c|caption=j.2C}} | |||
{{MoveDataCargoImage|gli_j2cc|caption=j.2CC}} | |||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage|gli_2c|1|caption=-|hitbox=yes}} | {{MoveDataCargoImage|gli_2c|1|caption=-|hitbox=yes}} | ||
{{MoveDataCargoImage|gli_2c|2|caption=-|hitbox=yes}} | {{MoveDataCargoImage|gli_2c|2|caption=-|hitbox=yes}} | ||
{{MoveDataCargoImage|gli_j2c|1|caption=-|hitbox=yes}} | |||
{{MoveDataCargoImage|gli_j2cc|1|caption=-|hitbox=yes}} | |||
| info = | | info = | ||
{{AttackDataCargo-KBB/Query|gli_2c}} | {{AttackDataCargo-KBB/Query|gli_2c}} | ||
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*Can potentially be used as a reversal. | *Can potentially be used as a reversal. | ||
*Adds no proration, making this phenomenal as a combo extender. Use this to squeeze out the most damage in your combos. One example would be using this after 5BB rather than using 5BBB to launch. | *Adds no proration, making this phenomenal as a combo extender. Use this to squeeze out the most damage in your combos. One example would be using this after 5BB rather than using 5BBB to launch. | ||
{{AttackDataCargo-KBB/Query|gli_j2c}} | |||
{{ | Glitch uses his energy to boost himself horizontally. | ||
*Adds 10 chip damage. | *Adds 10 chip damage. | ||
*Subtracts meter on frame 10, and can be acted out of early if the attack does not hit. This makes it an amazing approach option if paired with j.5B. | *Subtracts meter on frame 10, and can be acted out of early if the attack does not hit. This makes it an amazing approach option if paired with j.5B. | ||
*Adds no proration, making this phenomenal as a combo extender. Use this to squeeze out the most damage in your combos. | *Adds no proration, making this phenomenal as a combo extender. Use this to squeeze out the most damage in your combos. | ||
{{AttackDataCargo-KBB/Query|gli_j2cc}} | |||
Glitch Flip Kicks the opponent downward. | |||
*Adds 5 Chip Damage. | *Adds 5 Chip Damage. | ||
*Bounces Glitch away from the opponent significantly. | *Bounces Glitch away from the opponent significantly. | ||
*Only serves use as a combo ender if you do not have enough meter for a j.236B. | *Only serves use as a combo ender if you do not have enough meter for a j.236B. | ||
}} | }} | ||
Revision as of 20:05, 20 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 |
Move List
Normal Moves
Standing 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.
Crouching Normal Moves
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.
Jumping Normal Moves
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.
j5B
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.
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.
Command Normal Moves
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.
Universal Mechanics
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
Damage | Guard | Cancel | Property | Invul | Cost |
---|---|---|---|---|---|
40 | Mid, Air | 214B | Counter Hit, Chip Damage, Launch (Air) | - | 200 Meter |
Startup | Active | Recovery | Advantage | Proration | Juggle |
15 | 1 | 17 | +1 ~ +80 (+1 ~ +20) |
8 | 5 |
Damage | Guard | Cancel | Property | Invul | Cost |
---|---|---|---|---|---|
80 (40, 40) | Mid, Air | 214B | Counter Hit, Chip Damage, Launch | - | 200 Meter |
Startup | Active | Recovery | Advantage | Proration | Juggle |
35 | 1 | 17 | +73 ~ +93 (+23 ~ +36) |
8 | 5 |
Glitch fires a ball of energy that explodes on contact.
- Does 40 chip damage on block if charged, otherwise does 20 chip damage.
- Can be canceled into Glitch Out at any point in time, including on whiff. This can make it safe in some situations, along with it working as an approach option because the teleport brings you up close and personal.
- If the uncharged variation hits an aerial opponent, the attack will put the opponent into juggle state.
- Doubles the hitstun on counterhit, making it safe enough to potentially start a combo if canceled into Glitch Out.
Glitch Bomb Booster
Damage | Guard | Cancel | Property | Invul | Cost |
---|---|---|---|---|---|
50 | Mid, Air | j.2C | Counter Hit, Chip Damage | Invincible (1-9) | 200 Meter |
Startup | Active | Recovery | Advantage | Proration | Juggle |
8 | 11 | 10 | +24 (-7 ~ +2) |
- | 5 |
Glitch uses his energy to boost himself vertically.
- Adds 15 Chip Damage.
- Can potentially be used as a reversal.
- Adds no proration, making this phenomenal as a combo extender. Use this to squeeze out the most damage in your combos. One example would be using this after 5BB rather than using 5BBB to launch.
Damage | Guard | Cancel | Property | Invul | Cost |
---|---|---|---|---|---|
40 | Mid, Air | j.2CC | Counter Hit, Chip Damage | All Aerials (10-24) | 200 Meter |
Startup | Active | Recovery | Advantage | Proration | Juggle |
9 | 15 | 5 | +37 (+20) |
- | 5 |
Glitch uses his energy to boost himself horizontally.
- Adds 10 chip damage.
- Subtracts meter on frame 10, and can be acted out of early if the attack does not hit. This makes it an amazing approach option if paired with j.5B.
- Adds no proration, making this phenomenal as a combo extender. Use this to squeeze out the most damage in your combos.
Damage | Guard | Cancel | Property | Invul | Cost |
---|---|---|---|---|---|
40 | High, Air | 236B | Hard Knockdown, Chip Damage | - | 200 Meter |
Startup | Active | Recovery | Advantage | Proration | Juggle |
6 | 4 | 22 | +37 (+20) |
15 | - |
Glitch Flip Kicks the opponent downward.
- Adds 5 Chip Damage.
- Bounces Glitch away from the opponent significantly.
- Only serves use as a combo ender if you do not have enough meter for a j.236B.
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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