Kirby Battle Blitz/Fly: Difference between revisions

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===Star Strikes===
===Star Strikes===
{{MoveData
|name  = Kickety Kicky!
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|input  = j236A
|linkname=Kickety Kicky!
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<br>
{{MoveData
|name  = 5 Piece Combo w/ Fries
|image  =
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|input  = 214A
|linkname=5 Piece Combo w/ Fries
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<br>
{{MoveData
|name  = Slice Dash
|image  =
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|input  = 236B
|linkname=Slice Dash
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<br>
{{MoveData
|name  = Pay Attention.
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|input  = 214B
|linkname=Pay Attention.
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<br>
{{MoveData
|name  = This is Gonna Hurt...
|image  =
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|caption =
|input  = 236B
|linkname=This is Gonna Hurt...
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{{MoveData
|name  = 60 Seconds
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<br>


==Combos==
==Combos==

Revision as of 06:51, 21 July 2022

KBB Fly Render.png
Fly
Owned by: MCQSquare/Redye
HP: 1000
Meter Size: 3000
Prejump Frames: 4
Extra Movement Options: Run, Backhop

Backstory

Placeholder

Gameplay

Strengths Weaknesses
  • Dangerous at any range. Despite low range on his buttons, Fly's command dash and shuriken projectile keep you on your toes, even at fullscreen.
  • Great frame data. Fly's buttons are fast and mostly safe.
  • Amazing high-low and left-right mixups. A command dash that can sideswitch combined with a fast low and overheads makes trying to block Fly very scary.
  • Recoil damage. Fly's power charge and a number of his metered options deal damage to himself, making him a bit squishier than your average character, which is especially problematic in a game with such high combo damage.
  • Meter reliant. Fly needs meter to keep up with many other characters in terms of damage output. Luckily, his power charge builds meter much faster than any other character, but it also damages him.
  • Can't run good throw-strike offense. A 14f throw and a Frame 21 command grab super is just above the threshold needed to make grab a reliable mixup for Fly.

Command List

Normal Moves

5A
5A Damage Guard Cancel Invul Property Cost
12 Mid 5AA, 5B, 5C, 2C, 214A, 236B, 214B - - -
Startup Active Recovery Advantage Proration Juggle
5 4 7 - - 1
  • Fast poke with good range.
  • High enough to punish an unsafe jump-in on block
  • Does basically everything you could ask for in a jab.
5AA Damage Guard Cancel Invul Property Cost
14 Mid 5AAA, 5BB, 5C, 2C, 214A, 236B, 214B - - -
Startup Active Recovery Advantage Proration Juggle
10 2 11 - - 1
  • Slightly better gatlings than 5A, as it can cancel into 5BB.
5AAA/4A Damage Guard Cancel Invul Property Cost
20(5*4) Mid 5AAAA, 5B, 5C, 2C, 214A, 236B, 214B - - -
Startup Active Recovery Advantage Proration Juggle
8 2(9-10), 2(13-14), 2(17-18), 2(21-22) - - - 1
  • 4A version can gatling from the first kick onward, whereas 5AAA has to wait for after the 4th kick to cancel.
5AAAA Damage Guard Cancel Invul Property Cost
18 Mid Jump, 5BB, 2C, 214A, 236B, 214B - - -
Startup Active Recovery Advantage Proration Juggle
5 4 14 - - 2
  • Can be made safe with a 2C cancel.
  • Really good gatlings, you can mash A and jump cancel to get a launch for a solid air combo or gatling into 5BB for a much larger reward from a wallbounce.


5B
5B Damage Guard Cancel Invul Property Cost
18 Mid 5BB, 5C, 2C, 214A, 236B, 214B - - -
Startup Active Recovery Advantage Proration Juggle
11 6 11 - - 1
  • Pretty slow for a grounded button
  • It's recommended that if your goal is 5BB, you take some more efficient routes to get there.
5BB Damage Guard Cancel Invul Property Cost
22 Mid Jump, 5C, 2C, 214A, 236B, 214B - - -
Startup Active Recovery Advantage Proration Juggle
6 4 10 - - 2
  • The Rome of Fly's ground game, all routes lead here.
  • Wallbounces on hit which is unique for a grounded button.


j.A
j.A Damage Guard Cancel Invul Property Cost
15 High j.AA, j.4A, j.B, j.C, j.2C, j.236A, 214B - Air -
Startup Active Recovery Advantage Proration Juggle
6 4(7-10), 4(15-18) 14 - - 2
  • Hits in front and then behind Fly, making it a niche crossup tool.
  • REALLY low range.
j.AA Damage Guard Cancel Invul Property Cost
15 High Jump, j.B, j.C, j.2C, j.236A, 214B - Air -
Startup Active Recovery Advantage Proration Juggle
4 4 9 - - 2
  • Being able to jump-cancel makes it good for extending air combos
  • Hits above Fly, making air combos with it VERY consistent.


j.4A
Damage Guard Cancel Invul Property Cost
20(5*4) Mid j.AA, j.B, j.C, j.2C, j.236A, 214B - Air -
Startup Active Recovery Advantage Proration Juggle
8 2(9-10), 2(13-14), 2(17-18), 2(21-22) 15 - - 1
  • Super active.
  • Causes you to float forward, making it a nice ambiguous jump-in.


j.B
Damage Guard Cancel Invul Property Cost
20 High j.4A, j.C, j.2C, j.236A, 214B - Air -
Startup Active Recovery Advantage Proration Juggle
8 4 14 - - 2
  • Groundbounces on hit, leading to grounded buttons OR you can continue the air combo with j.4A.

Universal Mechanics

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

-



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

-


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

-


EX Attacks

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

-


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

-


Shock Reversal
5C
After Shock Dodge
Damage Guard Cancel Invul Property Cost
- - - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

-


Star Strikes

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

-


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

-


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

-


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

-


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

-


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

-


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