Kirby Battle Blitz/Jodie: Difference between revisions
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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. | 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. | ||
<!--Insert character overview: archetype, strengths, weaknesses, etc.--> | <!--Insert character overview: archetype, strengths, weaknesses, etc.--> | ||
{{ | {{CharacterPickReasons | ||
|tablewidth = 90 | |tablewidth = 90 | ||
|intro = [[file:KBB_Jodie_Icon.png|40px|link=]] '''Jodie''' is a versatile and speedy stance character who can choose between rushing down his opponents and spacing them out in neutral. | |intro = [[file:KBB_Jodie_Icon.png|40px|link=]] '''Jodie''' is a versatile and speedy stance character who can choose between rushing down his opponents and spacing them out in neutral. | ||
|pros= | |pros= | ||
*'''Exceptionally High Damage Output''' - Jodie can easily defeat his opponent in 2 touches if they don't use StarBuster. | *'''Exceptionally High Damage Output''' - Jodie can easily defeat his opponent in 2 touches if they don't use StarBuster. | ||
*'''Many Strong Reversals''' - They give him a better disadvantage state than most of the cast. | *'''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. | *'''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. | *'''Exceptional Meter Build''' - Giving him enough meter to do his exceptionally high damage often while continually having access to his extra movement options. | ||
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*'''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. | *'''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). | *'''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. | ||
|cons= | |cons= | ||
*''' | *'''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. | ||
*'''Universal | *'''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. | *'''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. | ||
}} | }} | ||
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|description= Jodie lunges forward and grabs the opponent. If it succeeds, he throws them behind him. | |description= Jodie lunges forward and grabs the opponent. If it succeeds, he throws them behind him. | ||
*Faster than average grabs | *Faster than average grabs | ||
*Can only combo in the corner | *Can only combo in the corner or with starburst cancel | ||
}} | }} | ||
}} | }} | ||
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*Also serves as a timing mixup for the overhead. | *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. | *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 | *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. | ||
}} | }} | ||
}} | }} | ||
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|juggle = 0 | |juggle = 0 | ||
|description= Jodie boosts towards his opponent, launching them into the air. | |description= Jodie boosts towards his opponent, launching them into the air. | ||
*One of Jodie's | *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 | *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. | *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 | *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. | ||
}} | }} | ||
}} | }} | ||
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|guard = Mid, Air | |guard = Mid, Air | ||
|cancel = j.5CC, j.6C, 214A, 236C | |cancel = j.5CC, j.6C, 214A, 236C | ||
|invul = | |invul = | ||
|property = | |property = | ||
|cost = 200 | |cost = 200 | ||
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|description= | |description= | ||
*Normal Jodie's most effective meterless anti-air, but also his riskiest one. | *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. | *Cancelling this version of the move on hit will cause the combo to drop, as it's instantly techable. | ||
}} | |||
{{AttackData-KBB | {{AttackData-KBB | ||
|version = Spinning Flip Kick (j.5CC) | |version = Spinning Flip Kick (j.5CC) | ||
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*Combo starter with massive range. | *Combo starter with massive range. | ||
*Can stuff other moves out | *Can stuff other moves out | ||
*Can function as a | *Can function as a good anti-air, but beware of the extended hurtbox on the upper part of the sword's arc. | ||
}} | }} | ||
{{AttackData-KBB | {{AttackData-KBB | ||
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|description= Jodie jumps in the air and kicks the opponent in the head, but he has a sword on him now. | |description= 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. | *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 | *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. | ||
}} | }} | ||
}} | }} | ||
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|description= Jodie lunges forward and grabs the opponent. If it succeeds, he throws them behind him. | |description= Jodie lunges forward and grabs the opponent. If it succeeds, he throws them behind him. | ||
*Faster than average grabs | *Faster than average grabs | ||
*Can only combo in the corner | *Can only combo in the corner or with starburst | ||
*Same as Normal Jodie's Grab | |||
}} | }} | ||
}} | }} | ||
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*The swords explodes 6 seconds after landing 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. | *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 | |||
}} | }} | ||
}} | }} | ||
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|description= Jodie blitzes forward faster than the eye can see! Can switch sides if close enough | |description= Jodie blitzes forward faster than the eye can see! Can switch sides if close enough | ||
* Powerful approach and escape tool | * Powerful approach and escape tool | ||
* Grants Jodie insane mobility | * Grants Jodie insane burst mobility while being relatively cheap | ||
* Deactivates Sword Mode if on | * Deactivates Sword Mode if on | ||
}} | }} | ||
}} | }} | ||
<br> | <br> | ||
=====<font style="visibility:hidden; float:right">Star Strike 2</font>===== | =====<font style="visibility:hidden; float:right">Star Strike 2</font>===== | ||
{{MoveData | {{MoveData | ||
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*Activates Sword Mode | *Activates Sword Mode | ||
*Invul on start-up, and a massive hitbox. | *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 | ||
}} | }} | ||
}} | }} | ||
<br> | <br> | ||
=====<font style="visibility:hidden; float:right">Star Strike 4</font>===== | =====<font style="visibility:hidden; float:right">Star Strike 4</font>===== | ||
{{MoveData | {{MoveData | ||
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*Nicely compliments 214B.B | *Nicely compliments 214B.B | ||
*Boost Dash after the throw to get a very damaging combo. | *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. | |||
}} | }} | ||
}} | }} | ||
<br> | <br> | ||
=====<font style="visibility:hidden; float:right">Star Strike 5</font>===== | =====<font style="visibility:hidden; float:right">Star Strike 5</font>===== | ||
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|juggle = 0 | |juggle = 0 | ||
|description= Jodie grabs and spins on his opponent. | |description= Jodie grabs and spins on his opponent. | ||
*Is incredibly fast | *Is incredibly fast | ||
*Is a rekka, choose one of two ways to finish the move. | *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 | *Cancel from j.236C to j.236C.A only works from the second hit onward, otherwise it will cancel into 236C.A | ||
}} | }} | ||
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*In the air he delivers a spinning kick and slams the opponent into the ground. | *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 | *Use this if you wanna continue your combos or set up for oki | ||
*Air version will greatly lower your proration, ruining combo damage afterward. | *Air version will greatly lower your proration, partially ruining combo damage afterward. | ||
}} | }} | ||
{{AttackData-KBB | {{AttackData-KBB | ||
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|juggle = 0 | |juggle = 0 | ||
|description= Jodie does a spinning kick, slamming the opponent onto the ground! | |description= Jodie does a spinning kick, slamming the opponent onto the ground! | ||
*Will greatly lower your proration, | *Will greatly lower your proration, significantly reducing combo damage afterward. | ||
*Otherwise Identical to j.5CC. | *Otherwise Identical to j.5CC. | ||
}} | }} |
Latest revision as of 20:50, 24 March 2023
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Under Construction
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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.
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Pick if you like | Avoid if you dislike |
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Stats
Life | Meter | Prejump | Walk Speed | Run Speed | Owned by |
---|---|---|---|---|---|
1000 | 3000 | 2 | 2.8 / -2.2 | 6 | KlasiqueTV |
Command List
![KBB Jodie Sword Icon.png](/images/thumb/3/33/KBB_Jodie_Sword_Icon.png/24px-KBB_Jodie_Sword_Icon.png)
Normal Moves
5A
5A
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5B
5B
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66B
66B
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j5A
j.5A
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j5B
j.5B
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Universial Mechanics
2A
2B
Overhead
2B |
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Grab
Grab
Grab (Y) |
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EX Attacks
EX Attack 1
EX Attack 2
Boost Dash
6C (Air OK) |
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EX Attack 3
Air Spin Dash
j.5C |
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Normal Moves
S.5A
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S.5B
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S.j.A
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S.j.B
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Universal Mechanics
Low Attack
Overhead
Grab
Grab
Grab (Y) |
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EX Attacks
Rush Tornado
Rush Tornado
S.5C |
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Falling Whirlwind
Falling Whirlwind
S.j.5C |
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EX Attack 3
Tornado Strike
S.j.2C |
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Star Strikes
Star Strike 1
Speed Blitz
236A |
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Star Strike 2
Quick Slash
214A |
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Star Strike 4
Swordplay Finale
236B |
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Star Strike 3
Quick Time Event
214B |
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Swish Em'
214B.A |
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Slash Em'
214B.B |
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Grab Em'
214B.C |
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Star Strike 5
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 | ||
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In Progress / Completed | To-do |
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