Kirby Battle Blitz/Glitch: Difference between revisions

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{{MoveData
{{MoveData
|name    =Grab
|name    =Throw
|input  =Grab (Y)
|input  =Throw (Y)
|image  =KBB_Glitch_Grab.png
|image  =KBB_Glitch_Grab.png
|caption =
|caption =

Revision as of 02:03, 20 July 2022

KBB Glitch Render.png
Glitch
Owned by: JalenBrah!
HP: 1000
Meter Size: 3000
Prejump Frames: 5
Extra Movement Options: Teleport(214B), Extra Jump/Airdash (2C)

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
  • 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.
  • 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.

Command List

Normal Moves

5A
KBB Glitch 5A.png
KBB Glitch 5A Hitbox.png
KBB Glitch 5AA.png
KBB Glitch 5AA Hitbox.png
5A Damage Guard Cancel Invul Property Cost
10 AUB 236A, 214A, 214B, 5AA, 2A, 5B, 5C, 2C - - -
Startup Active Recovery Advantage Proration Juggle
5 4 8 Even 5 1

Glitch throws a jab with his left nub.

  • Has longer range compared to the norm.
5AA Damage Guard Cancel Invul Property Cost
15 MA 214A, 214B, 5BBB, 5C, 2C - - -
Startup Active Recovery Advantage Proration Juggle
2 4 10 -1 (-3) 3 1

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.
Toggle Hitboxes
Toggle Hitboxes
5B
KBB Glitch 5B.png
5B
5B
KBB Glitch 5BB.png
5BB
5BB
KBB Glitch 5BBB.png
5BBB
5BBB
5B Damage Guard Cancel Invul Property Cost
15 MA 236A, 214A, 214B, 2A, 2C, 5AA, 5BB, 5C - - -
Startup Active Recovery Advantage Proration Juggle
6 9 4 Even 2 1

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.
5BB Damage Guard Cancel Invul Property Cost
15 MA 236A, 214A, 214B, 2A, 2C, 5AA, 5BBB, 5C - - -
Startup Active Recovery Advantage Proration Juggle
3 8 8 Even (-2) 2 1

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.
5BBB Damage Guard Cancel Invul Property Cost
20 MA Jump, 236A, 214A, 214B, 2C, 5C - Launch -
Startup Active Recovery Advantage Proration Juggle
5 15 12 +23 (-8) 8 1

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.
jA
KBB Glitch j5A.png
Damage Guard Cancel Invul Property Cost
15 HA Jump, 236B, 214B, j.5B, j.5C, j.2C - - -
Startup Active Recovery Advantage Proration Juggle
4 3 11 -1 ~ +7 5 2

Glitch does a straight kick with his foot.

  • A decent poke, is mainly filler in combos.
jB
KBB Glitch j5B.png
Damage Guard Cancel Invul Property Cost
20 HA Jump, 236B, 214B, j.2B, j.5C, j.2C - - -
Startup Active Recovery Advantage Proration Juggle
6 23 8 +4 ~ -12 (+8 ~ -18) 5 1

Glitch does a straight kick with his other foot.

  • Has a ton of active frames, making it great as an approach option, especially when paired with j.2C.
  • Can also potentially catch the unprepared, as it hits high.
j2B
KBB Glitch j2B.png
Damage Guard Cancel Invul Property Cost
30 HA 236B, 214B, j.2C - Counterhit,
Wallbounce
-
Startup Active Recovery Advantage Proration Juggle
9 4 8 +42 ~ +75 (+1 ~ -15) 5 1

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.
j5C
KBB Glitch j5C.png
Damage Guard Cancel Invul Property Cost
30 HA Jump, 236B, 214B, j.2C - Counterhit,
Launch
-
Startup Active Recovery Advantage Proration Juggle
8 4 12 +24 ~ +34 (+9 ~ -3) 5 2

Glitch does a flip kick.

  • Causes Fatal Counterhit. It's special property gives it double the untech time.
  • Has a very large hitbox capable of crossing up the opponent.

Universal Mechanics

2B
KBB Glitch 5B.png
Damage Guard Cancel Invul Property Cost
10 HA Instant Air Dash, 236B, 214B, j.2B, j.2C, j.5C - - -
Startup Active Recovery Advantage Proration Juggle
15 4 until landing +5 ~ +13 (+4 ~ +2) - -

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.
2A
KBB Glitch 2A 1.png
KBB Glitch 2A 2.png
Damage Guard Cancel Invul Property Cost
30 (10,20) LA Jump, 236A, 214A, 214B, 5AA, 5C, 5BB - Launch -
Startup Active Recovery Advantage Proration Juggle
6 9 (5,4) 12 hit, 8 whiff +21 (-2) 5 1

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.
Y
Throw
Throw (Y)
KBB Glitch Grab.png
Damage Guard Cancel Invul Property Cost
100 - Jump, 236A, 214A, 214B, 5AA, 5C, 5BB - Launch,
Vacuum,
Throw
-
Startup Active Recovery Advantage Proration Juggle
9 5 15 whiff, until landing if succesful +36 35 5

Glitch grabs his opponents, then leapfrogs over the opponent while boosting himself upwards.

EX Attacks

Glitch Bomb
KBB Glitch 5C.png
Damage Guard Cancel Invul Property Cost
40 MA 214B - Counterhit,
Chip Damage,
Launch (Air)
200
Startup Active Recovery Advantage Proration Juggle
15 1 17 +1 ~ +16 Ground, +40 ~ +80 Air (+1 ~ +16) 8 1

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.
Glitch Bomb Booster
2C Damage Guard Cancel Invul Property Cost
50 MA j.2C Invincible frames 1-9 Counterhit,
Launch,
Chip Damage
200
Startup Active Recovery Advantage Proration Juggle
8 11 10 +24 (+1 ~ -7) - 1

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.
j.2C Damage Guard Cancel Invul Property Cost
40 MA j.2CC - Counterhit,
Launch,
Chip Damage
200
Startup Active Recovery Advantage Proration Juggle
9 15 5 +24 (+2 ~ -11) - 1

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.
j.2CC Damage Guard Cancel Invul Property Cost
40 HA j.236B - Launch,
Chip Damage
-
Startup Active Recovery Advantage Proration Juggle
6 4 22 +20 ~ +27 (-2 ~ -11) 15 1

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
Damage Guard Cancel Invul Property Cost
110 MA - Invincibillity (5+) Counterhit (39+),
Chip Damage,
Launch
1000
Startup Active Recovery Advantage Proration Juggle
10+4 45 (30+15) 0 +55 ~ +65 (-2) - 0

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.
Clone Explosion: Retreat
Damage Guard Cancel Invul Property Cost
160 + Proration (40,120+Proration) MA 214B Invinicible(1-23) Launch 1000
Startup Active Recovery Advantage Proration Juggle
10+16 1 71 +41 (-4) - 0

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.
"Check This Out!": Flip Kick Slam
Damage Guard Cancel Invul Property Cost
55 (25,30) HA j.C(*) - Knockdown 500
Startup Active Recovery Advantage Proration Juggle
10+3 3 15 whiff, until landing on hit +35 (+5 ~ -15) - 0

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.
"Behind You!": Glitch Out
Damage Guard Cancel Invul Property Cost
- - - Invincible (1-24) - 500
Startup Active Recovery Advantage Proration Juggle
- - 18+8 total -8 - 0

Glitch glitches out behind the opponent.

  • It's a teleport. Amazing when paired up with certain moves like Glitch Bomb or Clone Approach: Retreat.
"Say Goodbye To That Ability!"
Damage Guard Cancel Invul Property Cost
230 - - Invincible (1-33) Throw,
Glitched
1500
Startup Active Recovery Advantage Proration Juggle
10+23 9 40 -1 - 0

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.

Combos

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