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Revision as of 16:55, 22 July 2022
![](/images/8/8c/Icon_patch_notes.png) |
Under Construction
- This page is a work in progress.
- Please be patient and check back later for additional changes.
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Glitch
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Owned by:
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JalenBrah!
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HP:
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1000
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Meter Size:
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3000
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Prejump Frames:
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5
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Extra Movement Options:
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Teleport(214B), Extra Jump/Airdash (2C)
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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.)
Strengths |
Weaknesses
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- Meter-Conservative. - Glitch does great damage and has good mobility, both of which require a low amount of meter usage.
- 236C gives the opponent a de-buff that disables EX Moves and Star Strikes. - This hinders the opponent's game plan by limiting their access to meter, allowing Glitch to get in easier and do his thing.
- Can mix up his blockstring pressure in tricky ways. -This can be seen in TKj.236B[4] giving Glitch a free crossup and 214A > 214B allowing Glitch to act freely on the opponent's guard, topped off with 5C to make his pressure safe.
- Most of his EX Attacks and Star Strikes deal some form of chip damage. This only adds to his offense.
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- Low Range. - Can struggle to get in thanks to his lack of range.
- Instant Blocking ruins his pressure. Instant Blocking at the right time can force him to play less aggressively if done.
- Hatbox. - Hatbox. Hatbox. Hatbox.
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Command List
Normal Moves
5A
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5A
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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10
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AUB
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236A, 214A, 214B, 5AA, 2A, 5B, 5C, 2C
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-
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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5
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4
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8
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Even
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5
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1
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Glitch throws a jab with his left nub.
- Has longer range compared to the norm.
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5AA
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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15
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MA
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214A, 214B, 5BBB, 5C, 2C
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-
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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2
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4
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10
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-1 (-3)
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3
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1
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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.
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Toggle Hitboxes Toggle Hitboxes
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5B
5B 5B 5BB 5BB 5BBB 5BBB
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5B
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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15
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MA
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236A, 214A, 214B, 2A, 2C, 5AA, 5BB, 5C
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-
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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6
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9
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4
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Even
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2
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1
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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.
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5BB
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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15
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MA
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236A, 214A, 214B, 2A, 2C, 5AA, 5BBB, 5C
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-
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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3
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8
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8
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Even (-2)
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2
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1
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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.
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5BBB
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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20
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MA
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Jump, 236A, 214A, 214B, 2C, 5C
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-
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Launch
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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5
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15
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12
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+23 (-8)
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8
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1
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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.
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jA
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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15
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HA
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Jump, 236B, 214B, j.5B, j.5C, j.2C
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-
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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4
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3
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11
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-1 ~ +7
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5
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2
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Glitch does a straight kick with his foot.
- A decent poke, is mainly filler in combos.
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jB
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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20
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HA
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Jump, 236B, 214B, j.2B, j.5C, j.2C
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-
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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6
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23
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8
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+4 ~ -12 (+8 ~ -18)
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5
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1
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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.
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j2B
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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30
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HA
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236B, 214B, j.2C
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-
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Counterhit, Wallbounce
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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9
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4
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8
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+42 ~ +75 (+1 ~ -15)
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5
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1
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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.
- If the opponent is hit with another attack after j.2B, the attack will no longer wallbounce.
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j5C
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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30
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HA
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Jump, 236B, 214B, j.2C
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-
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Counterhit, Launch
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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8
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4
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12
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+24 ~ +34 (+9 ~ -3)
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5
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2
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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.
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Universal Mechanics
2B
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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10
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HA
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Instant Air Dash, 236B, 214B, j.2B, j.2C, j.5C
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-
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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15
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4
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until landing
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+5 ~ +13 (+4 ~ +2)
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-
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-
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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.
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2A
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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30 (10,20)
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LA
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Jump, 236A, 214A, 214B, 5AA, 5C, 5BB
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-
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Launch
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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6
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9 (5,4)
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12 hit, 8 whiff
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+21 (-2)
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5
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1
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Glitch sweeps his foot low to the ground while turning, then pokes the opponent's toes.
- Glitch will not do the second part of the attack on whiff.
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Y
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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100
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-
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Jump, 236A, 214A, 214B, 5AA, 5C, 5BB
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-
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Launch, Vacuum, Throw
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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9
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5
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15 whiff, until landing if succesful
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+36
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35
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5
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Glitch grabs his opponents, then leapfrogs over the opponent while boosting himself upwards.
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EX Attacks
Glitch Bomb
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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40
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MA
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214B
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-
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Counterhit, Chip Damage, Launch (Air)
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200
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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15
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1
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17
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+1 ~ +16 Ground, +40 ~ +80 Air (+1 ~ +16)
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8
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1
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Glitch fires a ball of energy that explodes on contact.
- Does 20 chip damage on block.
- 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 it 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.
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Glitch Bomb Booster
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2C
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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50
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MA
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j.2C
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Invincible frames 1-9
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Counterhit, Launch, Chip Damage
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200
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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8
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11
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10
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+24 (+1 ~ -7)
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-
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1
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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.
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j.2C
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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40
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MA
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j.2CC
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-
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Counterhit, Launch, Chip Damage
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200
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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9
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15
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5
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+24 (+2 ~ -11)
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-
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1
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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.
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j.2CC
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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40
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HA
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j.236B
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-
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Launch, Chip Damage
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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6
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4
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22
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+20 ~ +27 (-2 ~ -11)
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15
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1
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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.
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Star Strikes
Clone Explosion: Approach
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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110
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MA
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-
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Invincibillity (5+)
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Counterhit (39+), Chip Damage, Launch
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1000
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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10+4
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45 (30+15)
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0
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+55 ~ +65 (-2)
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-
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0
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Glitch spawns a clone and boosts himself forward while kicking as the clone explodes.
- Adds 25 Chip Damage.
- Has a quick amount of startup and almost no recovery, along with a wide hitbox around Glitch. This makes it a great combo extender and ender.
- Second hit fatal counterhits if it's the only hit that connects. This hit will wallbounce.
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Clone Explosion: Retreat
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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160 + Proration (40,120+Proration)
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MA
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214B
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Invinicible(1-23)
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Launch
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1000
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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10+16
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1
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71
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+41 (-4)
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-
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0
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Glitch spawns a clone and retreats behind it as it explodes.
- Adds 35 (5+30) Chip Damage.
- Does a significant amount of damage, even with proration, making it a great combo ender.
- Can be cancelled into teleport, meaning you can cross your opponent up.
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"Check This Out!": Flip Kick Slam
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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55 (25,30)
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HA
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j.C(*)
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-
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Knockdown
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500
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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10+3
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3
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15 whiff, until landing on hit
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+35 (+5 ~ -15)
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-
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0
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Glitch Flip Kicks the opponent upwards, then teleports and slams the opponent downward with a dive kick.
- On block, you can hold back during the move's starup and as it hits to get a free crossup.
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"Behind You!": Glitch Out
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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-
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-
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-
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Invincible (1-24)
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-
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500
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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-
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-
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18+8 total
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-8
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-
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0
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Glitch glitches out behind the opponent.
- It's a teleport. Amazing when paired up with certain moves like Glitch Bomb or Clone Approach: Retreat.
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"Say Goodbye To That Ability!"
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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230
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-
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-
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Invincible (1-33)
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Throw, Glitched
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1500
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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10+23
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9
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40
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-1
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-
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0
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Glitch grabs the opponent and seals the opponent with his glitchy energy.
- Does unprorated damage, making it powerful as a combo ender.
- Locks out the opponent's EX attacks and Star Strikes for 15 seconds.
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Combos
Roadmap
In Progress / Completed |
To-do
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- Basic stuff like the landing page and navbox is in, along with some system pages.
- System page is complete.
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- 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.
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