Kirby Battle Blitz/Violet: Difference between revisions

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{{WIP}}
{{WIP}}
{{#vardefine:cargoTable|KBB_MoveData}}
{{KBB Character Intro|char=Violet|short=VIO|content=
==Backstory==
She has no lore!
==Gameplay==
If gun doesn't work, use more gun. Violet is a character that revolves around her bullets and how she uses them. With bullets, Violet has access to scary screen movement that can easily propel her across the screen in a second, great damage with her 236B, and overall tons of utility with bullets. j.2C is a great move in Violet's kit, being an overhead, a fatal counter, -3 at worst (on IB!) and helps out with Violet's movement game a fair amount.
However, all this comes with needing to manage bullets, Violet's main resource. If you don't manage your bullets, Violet will go into a state where she is unable to use any move that uses bullets, and if the opponent attacks you during this time, you are almost guaranteed to lose. Along with this, Violet has barely anything in terms of defense, not a good button to mash or a reversal/counter super. She can easily explode against players that quickly put her into disadvantage.
If you want a character that is aggressively rushdown flavored with a hint of careful resource management, Violet will fill that niche for you.
{{CharacterPickReasons
|tablewidth = 90
|intro = [[file:KBB_Violet_Icon.png|40px|link=]] '''Violet''' is a close-ranged high mobility fighter with great movement and damage, provided that you can manage your resources well.
|pros=
* '''Great Mobility.''' -  6C, j.5B and j.2C cover a lot of ground and can be whiff canceled at any point.
* '''Having an air Throw Super.''' - Many characters lack the ability to throw an airborne opponent. Violet has access to a metered air throw that can either lead into a combo or a big knockdown to allow her to reload.
* '''High Damage.''' - Violet has access to incredibly damaging fatal counters, coupled extremely damaging combos if the player is willing to spend ammunition.
* '''Overwhelming Pressure''' - PLACEHOLDER
|cons=
* '''A heavy reliance on bullets.''' - Most of what makes Violet good goes away without her bullets, making it a struggle for her to survive without reloading. This means that she has to sometimes sacrifice damage to replenish her gauntlets.
* '''No reversal/counter super.''' - None of her moves have any invincibility on startup, and she has no move that acts like a counter. This means that for defense, violet has to rely only on the universal defensive mechanics of the game. Violet has to work hard and play well to get out of being pressured.
* '''Very fixed movement.''' - Violet's fast movement options are unable to be controlled by how far they go leading to a predictable approach
* '''The color Pink.'''
}}


{| class="wikitable" style="float:right; max-width:300px; margin-left:20px;"
}}
|+[[image:KBB_Violet_Render.png|frameless|300px|right]]
 
===Stats===
{| class="wikitable"
|-
|-
!colspan="2"|Violet
! Life !! Meter !! Prejump !! Walk Speed !! Run Speed !! Owned by
|-
|-
|'''Owned by''':
| 1000 || 3000 || 5 || 2.2 / -1.4 || 4.8 || [https://www.youtube.com/@assassinknight Assassin Knight]
|[https://www.youtube.com/c/assassinknight Assassin Knight]
|}
 
==Command List==
===Normal Moves===
=====<font style="visibility:hidden; float:right">5A</font>=====
{{MoveData
|name  = 5A
|image  =
|image2  =
|image3  =
|hitbox  =
|hitbox2 =
|hitbox3 =
|caption =
|linkname=5A
|data    =
{{AttackData-KBB
  |version    = 5A
  |damage    = 15
  |guard      =
  |cancel    =
  |invul      =
  |property  =
  |cost      =
<!------------>
  |startup    = 5
  |active    = 5
  |recovery  = 20
  |advantage  = -12
  |proration  = 95.10
  |juggle    = 0
  |description=
-
}}
{{AttackData-KBB
  |version    = 5AA
  |damage    = 15
  |guard      =
  |cancel    =
  |invul      =
  |property  =
  |cost      =
<!------------>
  |startup    = 5
  |active    = 10
  |recovery  = 7
  |advantage  = -5
  |proration  = 100
  |juggle    = 0
  |description=
-
}}
{{AttackData-KBB
  |version    = 5AAA
  |damage    =
  |guard      =
  |cancel    =
  |invul      =
  |property  =
  |cost      =
<!------------>
  |startup    = 8
  |active    = 8
  |recovery  = 6
  |advantage  = -2
  |proration  =
  |juggle    =
  |description=
-
}}
}}
<br>
 
=====<font style="visibility:hidden; float:right">5B</font>=====
{{MoveData
|name  = 5B
|image  =
|image2  =
|image3  =
|hitbox  =
|hitbox2 =
|hitbox3 =
|caption =
|linkname=5B
|data    =
{{AttackData-KBB
  |version    = 5B
  |damage    =
  |guard      =
  |cancel    =
  |invul      =
  |property  =
  |cost      =
<!------------>
  |startup    =
  |active    =
  |recovery  =
  |advantage  = -1
  |proration  =
  |juggle    =
  |description=
-
}}
{{AttackData-KBB
  |version    = 5BB
  |damage    =
  |guard      =
  |cancel    =
  |invul      =
  |property  =
  |cost      =
<!------------>
  |startup    =
  |active    =
  |recovery  =
  |advantage  = -9
  |proration  =
  |juggle    =
  |description=
-
}}
}}
<br>
 
=====<font style="visibility:hidden; float:right">j5A</font>=====
{{MoveData
|name  = j.5A
|image  =
|hitbox  =
|caption =
|linkname=j5A
|data    =
{{AttackData-KBB
  |version    =j.5A
  |damage    =
  |guard      =
  |cancel    =
  |invul      =
  |property  =
  |cost      =
<!------------>
  |startup    =
  |active    =
  |recovery  =
  |advantage  =
  |proration  =
  |juggle    =
  |description=
-
}}
{{AttackData-KBB
  |version    =j.5AA
  |damage    =
  |guard      =
  |cancel    =
  |invul      =
  |property  =
  |cost      =
<!------------>
  |startup    =
  |active    =
  |recovery  =
  |advantage  =
  |proration  =
  |juggle    =
  |description=
-
}}
}}
<br>
=====<font style="visibility:hidden; float:right">j5B</font>=====
{{MoveData
|name  = j.5B
|image  =
|hitbox  =
|caption =
|linkname=j5B
|data    =
{{AttackData-KBB
  |version    =
  |damage    =
  |guard      =
  |cancel    =
  |invul      =
  |property  =
  |cost      =
<!------------>
  |startup    =
  |active    =
  |recovery  =
  |advantage  =
  |proration  =
  |juggle    =
  |description=
-
}}
}}
 
===Universal Mechanics===
=====<font style="visibility:hidden; float:right">Low Attack</font>=====
{{MoveData
|name  = Low Attack
|image  =
|hitbox  =
|caption =
|input  = 2A
|linkname=Low Attack
|data    =
{{AttackData-KBB
  |version    =
  |damage    =
  |guard      = LA
  |cancel    =
  |invul      =
  |property  =
  |cost      =
<!------------>
  |startup    =
  |active    =
  |recovery  =
  |advantage  = -1
  |proration  =
  |juggle    =
  |description=
-
}}
}}
<br>
 
=====<font style="visibility:hidden; float:right">Overhead</font>=====
{{MoveData
|name  = Overhead
|image  =
|hitbox  =
|caption =
|input  = 2B
|linkname=Overhead
|data    =
{{AttackData-KBB
  |version    =
  |damage    =
  |guard      = HA
  |cancel    =
  |invul      =
  |property  =
  |cost      =
<!------------>
  |startup    =
  |active    =
  |recovery  =
  |advantage  = +3
  |proration  =
  |juggle    =
  |description=
-
}}
}}
<br>
 
=====<font style="visibility:hidden; float:right">Grab</font>=====
{{MoveData
|name  = Grab
|image  =
|hitbox  =
|caption =
|input  = Grab (Y)
|linkname=Grab
|data    =
{{AttackData-KBB
  |version    =
  |damage    =
  |guard      =
  |cancel    =
  |invul      =
  |property  = Throw
  |cost      =
<!------------>
  |startup    =
  |active    =
  |recovery  =
  |advantage  =
  |proration  =
  |juggle    =
  |description=
-
}}
}}
 
===EX Moves===
=====<font style="visibility:hidden; float:right">Shotgun Blasts</font>=====
{{MoveData
|name  = Shotgun Blasts
|image  =
|hitbox  =
|caption =
|input  = 5C
|linkname=Shotgun Blasts
|data    =
{{AttackData-KBB
  |version    =
  |damage    =
  |guard      =
  |cancel    =
  |invul      =
  |property  =
  |cost      =
<!------------>
  |startup    =
  |active    =
  |recovery  =
  |advantage  = 2
  |proration  =
  |juggle    =
  |description=
-
}}
}}
<br>
 
=====<font style="visibility:hidden; float:right">Reload</font>=====
{{MoveData
|name  = Reload
|image  =
|hitbox  =
|caption =
|input  = 2C
|linkname=Reload
|data    =
{{AttackData-KBB
  |version    =
  |damage    =
  |guard      =
  |cancel    =
  |invul      =
  |property  =
  |cost      =
<!------------>
  |startup    =
  |active    =
  |recovery  =
  |advantage  = Varies
  |proration  =
  |juggle    =
  |description=
-
}}
}}
<br>
 
=====<font style="visibility:hidden; float:right">Air Shotgun Blasts</font>=====
{{MoveData
|name  = Air Shotgun Blasts
|image  =
|hitbox  =
|caption =
|input  = j.5C
|linkname=Air Shotgun Blasts
|data    =
{{AttackData-KBB
  |version    =
  |damage    =
  |guard      =
  |cancel    =
  |invul      =
  |property  =
  |cost      =
<!------------>
  |startup    =
  |active    =
  |recovery  =
  |advantage  =
  |proration  =
  |juggle    =
  |description=
-
}}
}}
 
===Star Strikes===
 
=====<font style="visibility:hidden; float:right">Rejection Kick</font>=====
{{MoveData
|name  = Rejection Kick
|image  =
|hitbox  =
|caption =
|input  = 236A
|linkname=Rejection Kick
|data    =
{{AttackData-KBB
  |version    =
  |damage    =
  |guard      =
  |cancel    =
  |invul      =
  |property  =
  |cost      =
<!------------>
  |startup    =
  |active    =
  |recovery  =
  |advantage  = -1
  |proration  =
  |juggle    =
  |description=
-
}}
}}
<br>
 
=====<font style="visibility:hidden; float:right">Slam Dunk</font>=====
{{MoveData
|name  = Slam Dunk
|image  =
|hitbox  =
|caption =
|input  = j214A
|linkname=Slam Dunk
|data    =
{{AttackData-KBB
  |version    =
  |damage    =
  |guard      =
  |cancel    =
  |invul      =
  |property  =
  |cost      =
<!------------>
  |startup    =
  |active    =
  |recovery  =
  |advantage  =
  |proration  =
  |juggle    =
  |description=
-
}}
}}
<br>
 
=====<font style="visibility:hidden; float:right">Multi Shot Flurry!</font>=====
{{MoveData
|name  = Multi Shot Flurry!
|image  =
|hitbox  =
|caption =
|input  = 236B
|linkname=Multi Shot Flurry!
|data    =
{{AttackData-KBB
  |version    =
  |damage    =
  |guard      =
  |cancel    =
  |invul      =
  |property  =
  |cost      =
<!------------>
  |startup    =
  |active    =
  |recovery  =
  |advantage  =
  |proration  =
  |juggle    =
  |description=
-
}}
}}
<br>
 
=====<font style="visibility:hidden; float:right">Quintuple Geyser</font>=====
{{MoveData
|name  = Quintuple Geyser
|image  =
|hitbox  =
|caption =
|input  = 214B
|linkname=Quintuple Geyser
|data    =
{{AttackData-KBB
  |version    =
  |damage    =
  |guard      =
  |cancel    =
  |invul      =
  |property  =
  |cost      =
<!------------>
  |startup    =
  |active    =
  |recovery  =
  |advantage  =
  |proration  =
  |juggle    =
  |description=
-
}}
}}
<br>
 
=====<font style="visibility:hidden; float:right">Heavy Shot</font>=====
{{MoveData
|name  = Heavy Shot
|image  =
|hitbox  =
|caption =
|input  = 236C
|linkname=Heavy Shot
|data    =
{{AttackData-KBB
  |version    =
  |damage    =
  |guard      =
  |cancel    =
  |invul      =
  |property  =
  |cost      =
<!------------>
  |startup    =
  |active    =
  |recovery  =
  |advantage  =
  |proration  =
  |juggle    =
  |description=
-
}}
}}
 
 
==Cancel Table==
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"
|+ Cancel Table
|-
|-
|'''Playstyle''':
!  !! A !! B !! C !! Star Strike !! Unique
|PLACEHOLDER
|-
|-
|'''HP''':
! PLACEHOLDER
|1000
| - || - || - || - || -
|-
|-
|'''Meter Size''':
! PLACEHOLDER
|3000
| - || - || - || - || -
|-
|-
|'''Extra Movement Options''':
! PLACEHOLDER
|PLACEHOLDER
| - || - || - || - || -
|}
|}


==Backstory==
'''X''': On Contact
PLACEHOLDER
<br>
==Gameplay==
 
PLACEHOLDER
{{clr|2|'''X<sup>[+]</sup>''': Available on Whiff}}
<!--Insert character overview and gameplan: archetype, strengths, weaknesses, etc.-->
<br>
{{ProConTable
 
|pros=
{{clr|3|'''X<sup>[-]</sup>''': On Hit only}}
|cons=
<br>
 
{{clr|4|'''X<sup>[/]</sup>''': On Block only}}
<br>
 
<!-- :'''X''' = X is available on hit or block
:<span style="color:red">'''X<sup>[-]</sup>''' = X is available only on hit</span>
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on whiff</span>
:<span style="color:brown">'''X<sup>[#~#]</sup>''' = X is available between # hit and # hit (for multi-hit moves)</span>  -->
 
 
==Combos==
{{ComboTable-KBB
| data =
{{ComboData-KBB
| combo        = 5A 5BB 2C j.B j.C j.2B j.236B 236C
| cost        = 2500
| metergain    = 1000 (before j.236B)
| oppmetergain = 1000
| damage      = 400
| location    = Midscreen
| notes        = *Basic setup combo into special state.
}}
{{ComboData-KBB
| combo        = 5AAA 5B 5AAA 2A 5BB j.c. j.5AA j.5B j.4AA j.5B j.236A dl.j.236B j.B
| cost        = 1000
| metergain    = 1500 (before j.236B)
| oppmetergain = 1000
| damage      = 500
| location    = Midscreen
| notes        = Long combo
}}
}}
 
==Color Gallery==
 
{{ColorGallery |filePrefix = KBB_Character_Palette | colors =
  {{ColorGallery/Color|1|  text=Normal }}
  {{ColorGallery/Color|2|  text=Reference 2 }}
  {{ColorGallery/Color|3|  text=Reference 3 }}
  {{ColorGallery/Color|4|  text=Reference 4 }}
  {{ColorGallery/Color|5|  text=Reference 5 }}
  {{ColorGallery/Color|6|  text=Kirby }}
  {{ColorGallery/Color|7|  text=Shadow }}
  {{ColorGallery/Color|8| text=Light }}
}}
}}



Latest revision as of 20:59, 24 March 2023

Backstory

She has no lore!

Gameplay

If gun doesn't work, use more gun. Violet is a character that revolves around her bullets and how she uses them. With bullets, Violet has access to scary screen movement that can easily propel her across the screen in a second, great damage with her 236B, and overall tons of utility with bullets. j.2C is a great move in Violet's kit, being an overhead, a fatal counter, -3 at worst (on IB!) and helps out with Violet's movement game a fair amount.

However, all this comes with needing to manage bullets, Violet's main resource. If you don't manage your bullets, Violet will go into a state where she is unable to use any move that uses bullets, and if the opponent attacks you during this time, you are almost guaranteed to lose. Along with this, Violet has barely anything in terms of defense, not a good button to mash or a reversal/counter super. She can easily explode against players that quickly put her into disadvantage.

If you want a character that is aggressively rushdown flavored with a hint of careful resource management, Violet will fill that niche for you.

Playstyle
KBB Violet Icon.png Violet is a close-ranged high mobility fighter with great movement and damage, provided that you can manage your resources well.
Pick if you like Avoid if you dislike
  • Great Mobility. - 6C, j.5B and j.2C cover a lot of ground and can be whiff canceled at any point.
  • Having an air Throw Super. - Many characters lack the ability to throw an airborne opponent. Violet has access to a metered air throw that can either lead into a combo or a big knockdown to allow her to reload.
  • High Damage. - Violet has access to incredibly damaging fatal counters, coupled extremely damaging combos if the player is willing to spend ammunition.
  • Overwhelming Pressure - PLACEHOLDER
  • A heavy reliance on bullets. - Most of what makes Violet good goes away without her bullets, making it a struggle for her to survive without reloading. This means that she has to sometimes sacrifice damage to replenish her gauntlets.
  • No reversal/counter super. - None of her moves have any invincibility on startup, and she has no move that acts like a counter. This means that for defense, violet has to rely only on the universal defensive mechanics of the game. Violet has to work hard and play well to get out of being pressured.
  • Very fixed movement. - Violet's fast movement options are unable to be controlled by how far they go leading to a predictable approach
  • The color Pink.

Stats

Life Meter Prejump Walk Speed Run Speed Owned by
1000 3000 5 2.2 / -1.4 4.8 Assassin Knight

Command List

Normal Moves

5A
5A Damage Guard Cancel Invul Property Cost
15 - - - - -
Startup Active Recovery Advantage Proration Juggle
5 5 20 -12 95.10 0

-

5AA Damage Guard Cancel Invul Property Cost
15 - - - - -
Startup Active Recovery Advantage Proration Juggle
5 10 7 -5 100 0

-

5AAA Damage Guard Cancel Invul Property Cost
- - - - - -
Startup Active Recovery Advantage Proration Juggle
8 8 6 -2 - -

-


5B
5B Damage Guard Cancel Invul Property Cost
- - - - - -
Startup Active Recovery Advantage Proration Juggle
- - - -1 - -

-

5BB Damage Guard Cancel Invul Property Cost
- - - - - -
Startup Active Recovery Advantage Proration Juggle
- - - -9 - -

-


j5A
j.5A Damage Guard Cancel Invul Property Cost
- - - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

-

j.5AA Damage Guard Cancel Invul Property Cost
- - - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

-


j5B
Damage Guard Cancel Invul Property Cost
- - - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

-

Universal Mechanics

Low Attack
Damage Guard Cancel Invul Property Cost
- LA - - - -
Startup Active Recovery Advantage Proration Juggle
- - - -1 - -

-


Overhead
Damage Guard Cancel Invul Property Cost
- HA - - - -
Startup Active Recovery Advantage Proration Juggle
- - - +3 - -

-


Grab
Grab
Grab (Y)
Damage Guard Cancel Invul Property Cost
- - - - Throw -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

-

EX Moves

Shotgun Blasts
Damage Guard Cancel Invul Property Cost
- - - - - -
Startup Active Recovery Advantage Proration Juggle
- - - 2 - -

-


Reload
Damage Guard Cancel Invul Property Cost
- - - - - -
Startup Active Recovery Advantage Proration Juggle
- - - Varies - -

-


Air Shotgun Blasts
Damage Guard Cancel Invul Property Cost
- - - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

-

Star Strikes

Rejection Kick
Damage Guard Cancel Invul Property Cost
- - - - - -
Startup Active Recovery Advantage Proration Juggle
- - - -1 - -

-


Slam Dunk
Damage Guard Cancel Invul Property Cost
- - - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

-


Multi Shot Flurry!
Damage Guard Cancel Invul Property Cost
- - - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

-


Quintuple Geyser
Damage Guard Cancel Invul Property Cost
- - - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

-


Heavy Shot
Damage Guard Cancel Invul Property Cost
- - - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

-


Cancel Table

Cancel Table
A B C Star Strike Unique
PLACEHOLDER - - - - -
PLACEHOLDER - - - - -
PLACEHOLDER - - - - -

X: On Contact

X[+]: Available on Whiff

X[-]: On Hit only

X[/]: On Block only


Combos

Combo Damage Cost Meter Gain Location
  • Basic setup combo into special state.

Long combo

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.


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