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
Very good defensive tools - Glitch has a teleport, 214B, which has frame 1 invulnerability, making it very effective at escaping pressure as well as starting it when cancelled from other moves. He also has 214A, a very good DP that covers all everything in front of him, while he can burn meter to make the DP safe.
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.
Good frame data up close. He has a faster-than-average normals, is very plus on moves like charged 5c and can cancel moves like his projectile 5C and his 214A super into his 214B teleport to become very plus on block at the cost of meter, making him hard to challenge up close.
Most of his EX Attacks and Star Strikes deal some form of chip damage. This only adds to his offense.
Very High Damage Output and Strong Meter Gain Glitch has some of the highest damage output out there, allowing him to easily 2 touch if the opponent doesn't starburst. His strong meter gain helps make this damage possible, but the damage can be sacrificed to fuel his meter-hungry offense.
Decent Okizeme. Gets plenty of plus frames on oki. To use them, he posseses a meaty overhead j.5B, and a meaty plus on block projectile that can lead to further pressure (charged 5C) as well as j.5c which can be used to create a left-right mixup, all which give Glitch a few more options on oki than the average character.
Heavily Relies On Meter for Offense 5C > 214B is really one of his only ways of safely approaching and this costs 0.75 bars. In addition, continuing his pressure requires even more meter as he needs 5c, raw 214B, and again 5C > 214B or 214A > 214B to continue his pressure, all which are expensive to do.
Stubby Normals. His normals don't have much range. Combining this with slower-than-average movement speed means that he has to look for other ways of getting in.
Instant Blocking ruins his pressure. Instant Blocking at the right time can force him to play less aggressively if done.
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.
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 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
+37 (+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
30
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.
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!