Kirby Battle Blitz/Aege

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Backstory

Aege doesn't like to talk about his past life much. Not exactly knowledgeable of his origins, he knows that he wasn't born, yet came into being, along with three others. Apparently a 'nightmare', Aege defected from the other nightmares and dropped his previous identity, with the help of some close friends. Now trying to find purpose for himself, he lives every day to the fullest, enjoying things he never thought he would get the chance to or spending days in deep reflection. His past as a nightmare still haunts him and secretly he finds himself undeserving of the great times that he has. As such, he's promised himself to always do the right thing while enjoying all of the little things life has to offer.

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.)

Aege is a character that capitalizes off of strong okizeme and mixups to make up for his lackluster damage and meter usage.

Playstyle
KBB Aege Icon.png Aege is a vortex-focused rushdown that uses his quick horizontal movement to get in, set up his okizeme and then continuously pressure the opponent.
Pick if you like Avoid if you dislike
  • Great Air Movement. His air dash is incredible fast and can help him get out of a lot of situations
  • His 214A. A great counter that can stop time. It beats projectiles too, making dealing with zoning easier.
  • His 236B. Great super to control space in the stage, Set ups, and combos
  • Good frame data.
  • His j.C. Great tool that helps him a lot in zoning out the opponent. You can backdash>J.C and J.C to make it hard for the opponent to get in.
  • Great neutral game
  • Strong Mix-ups. Better pay attention or you getting mixed
  • Meter Reliance
  • Slightly stubby normals
  • Comparatively low damage compared to the rest of the cast.

Stats

Life Meter Prejump Walk Speed Run Speed Owned by
1000 3000 2 2.4 / -2.2 4.6 DestructionSeries/Etce

Command List

Normal Moves

5A
KBB Aege 5A.png
KBB Aege 5A Hitbox.png
5A
5A
KBB Aege 5AA and jA and 2B.png
KBB Aege 5AA Hitbox.png
5AA
5AA
5A Damage Guard Cancel Invul Property Cost
10 AUB 5AA, 5B, 5C, Jump, 236A, 214A, 236B, 214B - - -
Startup Active Recovery Advantage Proration Juggle
5 3 13 +1 (0) 5 2
  • Aege does a quick kick.
5AA Damage Guard Cancel Invul Property Cost
15 MA 236A, 214A, 236B, 214B, 2C, 5B, 5C - - -
Startup Active Recovery Advantage Proration Juggle
2 8 10 0 3 2
  • 5A followup.
  • Great for blockstrings as you can frametrap by cancelling into 5BB.
Toggle Hitboxes
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5B
KBB Aege 5B and 5CA.png
KBB Aege 5B Hitbox.png
5B
5B
KBB Aege 5BB.png
KBB Aege 5BB Hitbox.png
5BB
5BB
KBB Aege 5BBB.png
KBB Aege 5BBB Hitbox.png
5BBB
5BBB
5B Damage Guard Cancel Invul Property Cost
15 MA 236A, 214A, 236B, 214B, 2A, 2C, 5AA, 5BB, 5C - - -
Startup Active Recovery Advantage Proration Juggle
7 6 10 0 3 2
  • One of Aege's solid pokes
  • good for frametraps since it is 0 on block and it can be canceled to 5BB
5BB Damage Guard Cancel Invul Property Cost
15 MA 236A, 214A, 236B, 214B, 2C, 5BBB, 5C - - -
Startup Active Recovery Advantage Proration Juggle
4 8 10 0 3 2
  • Good for frame traps.
  • if the opponent is high enough you can use 5A or 2A to continue the combo
5BBB Damage Guard Cancel Invul Property Cost
45 (15*3) MA 214A, 236B, 5C - - -
Startup Active Recovery Advantage Proration Juggle
0 6 17 Knockdown/+21 (-6) 3 4
  • Good for frame traps.
  • if the opponent is high enough you can use 5A or 2A to continue the combo
Toggle Hitboxes
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jA
KBB Aege 5AA and jA and 2B.png
KBB Aege J.A Hitbox.png
Damage Guard Cancel Invul Property Cost
15 HA j.A (Once), j.236A, j2C, jB, jC, Jump - Air -
Startup Active Recovery Advantage Proration Juggle
4 6 8 0 to +8 0 1
  • One of his fastest air moves.
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jB
KBB Aege jB.png
KBB Aege J.B Hitbox.png
Damage Guard Cancel Invul Property Cost
5*4 MA j.236A, Jump, j2C, jC - Air -
Startup Active Recovery Advantage Proration Juggle
8 12 10 +3 (0 to +7) 11 2
  • Huge hitbox and Huge Hurtbox
  • Good to throw out time to time
  • Can hurt the combo damage
Toggle Hitboxes
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jC
KBB Aege jC.png
KBB Aege J.C Hitbox1.png
KBB Aege J.C Hitbox2.png
KBB Aege J.C Hitbox3.png
Damage Guard Cancel Invul Property Cost
35(10,10,15) MA - - Air -
Startup Active Recovery Advantage Proration Juggle
5 4 51 Knockdown (-2 to +14) 3 2
  • Aege does 3 strikes with afterimages.
  • Afterimages spawn frame 6: Hit 1 Active frames 1-2, Hit 2 Active frames 11-12, Hit 3 Active Frames 23-24.
  • it has a lot of range thanks to being disjointed and if you combine it with backdash, it becomes a very good tool to use in neutral and round start.
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Universal Mechanics

2B
KBB Aege 5AA and jA and 2B.png
KBB Aege 2B Hitbox.png
Damage Guard Cancel Invul Property Cost
10 HA IAD, j236A, jB, jC - Air -
Startup Active Recovery Advantage Proration Juggle
9 5 Until Landing +6 (+3) 10 0
  • Aege hops and does a straight kick forward.
  • Pretty great for mixups.
Toggle Hitboxes
Toggle Hitboxes


2A
KBB Aege 2A.png
KBB Aege 2A Hitbox.png
Damage Guard Cancel Invul Property Cost
20 LA 236A, 214A, 236B, 214B, 5AA, 5BB, 5C - - -
Startup Active Recovery Advantage Proration Juggle
5 2 12 +7 (-1) 5 1
  • Aege does a quick poke with his feet.
  • Very quick and has solid range
Toggle Hitboxes
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Grab
KBB Aege Grab.png
KBB Aege Throw Hitbox.png
Damage Guard Cancel Invul Property Cost
100 UNB - Invincible on successful grab connect (13-96) Grab,
Wallbounce
-
Startup Active Recovery Advantage Proration Juggle
12 7 14 Whiff/28 Success Knockdown 15 5
  • Aege grabs his opponent and brisks them away.
  • Does very high damage and Wallbounces, allowing for setups or extra damage.
  • Has many active frames, meaning it can be meaty'd
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Star Counter
Star Counter
Counter (X)
KBB Aege 5CB.png
X
Bait
Damage Guard Cancel Invul Property Cost
- - - - Counter -1000 if whiffed
Startup Active Recovery Advantage Proration Juggle
0 15 15 - 0 1
X
Countered
Damage Guard Cancel Invul Property Cost
15/4/2 (Varies) UNB - Full Counter +1000 if it lands
Startup Active Recovery Advantage Proration Juggle
5 9 25 -1 0 2

Blows the opponent away if the bait was taken.

  • Does 15 damage if 1 singular hit was countered, 4 for 2 hits countered and 2 for 3 more more hits countered.
  • Usable only in neutral, on the ground or in the air.
  • Bait searches for an attack for 15 frames. Decreases your defense if the bait is not taken, along with 1 bar of meter.
  • Increases bar of meter by 1 if the bait was taken and the attack hits the opponent.
    *image is placeholder
Star Constellation
Star Constellation
Counter + Power Charge (X+S)
KBB Aege 5CB.png
Damage Guard Cancel Invul Property Cost
15 MA - Full Counter -1000
Startup Active Recovery Advantage Proration Juggle
10 11 25 -1 0 2

Blows the opponent away.

  • Does 15 damage regardless, and is block-able. Also costs 1 bar of meter.
  • Usable only in block-stun, air or ground.
  • Handy for shaking the opponent off your case, but can be baited and blocked thanks to it's hefty startup.
    *image is placeholder
StarBurst
StarBurst
Counter + Grab (X+Y)
KBB Aege 5CB.png
Damage Guard Cancel Invul Property Cost
0 UNB - No Collision/Full Wallbounce 1500+
Startup Active Recovery Advantage Proration Juggle
25+0 15 0 Down 0 2

The attack that puts you into StarBurst State.

  • StarBurst is a mechanic where if the player has done at least one hit in a combo while having less than 700 health and having 1500 Meter or more, the player can press Counter and Grab at the same time to activate an install at the cost of your meter draining over time. The buffs granted to you are:
 • The character can forward air dash cancel or ground dash cancel any successfully hit move for 500 meter.
 • The character backward air dash cancel or backward dash cancel any blocked move 500 meter.
 • The character heals automatically.
 • The character gains 5 extra juggle points for use in your combo.
 • The character gains 5 proration point each time you air dash cancel or dash cancel if not done back to back.
 • The character gains 1 proration point during each frame by just existing.
  • You can Air Dash cancel or Instant Air Dash cancel StarBurst to follow up with your combo for 500 meter. If this is done before StarBurst comes out however, you're able to act out with any move you want, provided you have the meter for it.
  • There are exceptions as to what you can and can't StarBurst off of, those being Grab, Star Counter and Star Constellation.
    *image is placeholder

EX Attacks

5C
KBB Aege 5C.png
KBB Aege 5C Hitbox.png
Damage Guard Cancel Invul Property Cost
10 MA 2C, 5C.A, 5C.B, 5C.C No Collision (6-7) - 200
Startup Active Recovery Advantage Proration Juggle
7 9 5 +2 (-6) 5 1
  • Aege dashes forward with a kick.
  • Can sideswap if close enough.
  • If the opponent is high enough you can use 5A or 2A
Toggle Hitboxes
Toggle Hitboxes


5CA
KBB Aege 5B and 5CA.png
KBB Aege 5C.A Hitbox.png
Damage Guard Cancel Invul Property Cost
20 MA Run, Backdash, 236A, 214A, 236B, 214B, 2C, 5C - Knockdown -
Startup Active Recovery Advantage Proration Juggle
6 6 6 Knockdown/+33 (-4) 3 0
  • Aege punches the opponent sending them forward
  • You use 5A or 2A after this move in corner if they are high enough
  • Can help a lot in blockstrings, as it is dash and backdash cancelable.
Toggle Hitboxes
Toggle Hitboxes


5CB
KBB Aege 5CB.png
KBB Aege 5C.B Hitbox.png
Damage Guard Cancel Invul Property Cost
30 MA Jump, 236A, 214A, 236B, 214B, 2C - Launch -
Startup Active Recovery Advantage Proration Juggle
6 9 4 +24 (-2) 5 2
  • Aege smacks his opponent upward.
  • Usually used in combos as it's one of his only ways to get opponents into the air.
Toggle Hitboxes
Toggle Hitboxes


5CC
KBB Aege 5CC.png
KBB Aege 5C.C Hitbox.png
Damage Guard Cancel Invul Property Cost
50 MA 236A, 214A, 236B, 214B, 2C, Jump - Wallbounce,
Can Counterhit
100
Startup Active Recovery Advantage Proration Juggle
5 10 13 Knockdown (+5) 8 4
  • Aege slams the opponent to the wall
  • Good blockstring ender
Toggle Hitboxes
Toggle Hitboxes


2C
Brisk Upper
2C (Air OK)
KBB Aege 2C.png
Damage Guard Cancel Invul Property Cost
25 MA Jump, 236A, 2C.2C, j.C No Collision (6-7) Air,
Can Counterhit
333
Startup Active Recovery Advantage Proration Juggle
7 8 24 +10 (-11 to -23) 5 2

Aege dashes into the air diagnoally upward.

  • An alright anti air that's also useful in combos.
2C2C
KBB Aege 2CC.png
Damage Guard Cancel Invul Property Cost
30 HA - - Air,
Can Counterhit
333
Startup Active Recovery Advantage Proration Juggle
10 7 until landing + 19 +20 (-7) 5 2

Aege dashes straight downward.

  • Causes hard knockdown but has a small hitbox


Star Strikes

236A
Triple Threat
236A (Air OK)
KBB Aege 5C.png
KBB Aege 236A Hitbox1.png
KBB Aege 236A Hitbox2.png
KBB Aege 236A Hitbox3.png
Damage Guard Cancel Invul Property Cost
130 (50+30+50) MA - - - 1000
Startup Active Recovery Advantage Proration Juggle
10 freeze + 4 6 11 Knockdown (-6 to -11) 0 0
  • Aege travels forward with a kick sending the opponent to the air, then knocking them down and finishing with another kick.
  • Mostly used for combo extensions thanks to the low endlag allowing you to follow up with nearly anything.
Toggle Hitboxes
Toggle Hitboxes


214A
KBB Aege 214A.png
Damage Guard Cancel Invul Property Cost
- - - Invincible if successful Counter 1000
Startup Active Recovery Advantage Proration Juggle
10 freeze + 0 39 11 - 0 0
  • Enters a stance if hit Aege stops time
  • His Reversal, allowing you to counter from frames 1 to 39.
  • If successful, time is stopped for 100 frames (approx 1.4 seconds), allowing the player to get away and manipulate the situation to their own advantage.


236B
KBB Aege 236B.png
KBB Aege 236B Hitbox.png
Damage Guard Cancel Invul Property Cost
100 (20*5) MA - - Projectile 1000
Startup Active Recovery Advantage Proration Juggle
25 1 9 +22 5 0
  • Aege fires a time sphere forward.
  • Time Sphere remains on screen for 250 frames or until all hits connect.
  • Good to use in combos and neutral, can also be used for set ups.
Toggle Hitboxes
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214B
KBB Aege 214B.png
KBB Aege 214B Hitbox.png
Damage Guard Cancel Invul Property Cost
80 MA Airdash - Can Counterhit 1000
Startup Active Recovery Advantage Proration Juggle
17 freeze + 54 10 10 +51 (-16) 0 0
  • Enters a stance and then disappears, he appears right after kicking the opponent from behind
Toggle Hitboxes
Toggle Hitboxes


236C
KBB Aege 5B and 5CA.png
KBB Aege 236C Hitbox1.png
KBB Aege 236C Hitbox2.png
KBB Aege 236C Hitbox3.png
KBB Aege 236C Hitbox4.png
Damage Guard Cancel Invul Property Cost
190 + Proration Points UNB - - Grab 1500
Startup Active Recovery Advantage Proration Juggle
10 freeze + 8 5 15 Knockdown (approx +50) 0 0
  • Aege dashes forward and grabs the opponent. If successful, he phantom hits the opponent then does a great big punch, causing knockdown.
  • Can be used in a blockstring for mix ups
Toggle Hitboxes
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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

From 5A

  • 5AA > 5BB > 5C.B > j.A > j.B > j.C > Run > 2A > 5BB > 5C.A

From 2A/Universial Low

  • 2A > dl. 5BB > 5AA > 5BB > 5C.A > 5C.B > j.A > jc > j.C > 2A > 5BB > 5C.A > 5C
  • 2A > 5BB > 5C.A> 5C > 5AA > 5BBB > 5C.B > J.A > j.B > j.C > Run > 2A > 5BB > 5C.A
  • 2A > 5BB > 5C.C > 236B > IAD j.B > j.C > Run > 2A > 5BB > 5C.B
  • 2A > 5BB > (Before last hit) 236B > Power Charge > 5BB > 5C.B > j.A > jc > j.C > 2A > 5BB > 5C.A > 5C.B > j.A > jc > j.C

Corner Only

  • 2A > 5BB > 5C.B > j.A > jc > j.C > 236C > Charge > 2A > 5BB > 5C.A > 5AA > 5BB > 5C.B > j.A > jc >j.C
  • 2A > 5BB > 5C.B > j.A > jc > j.C > 5BBB > 5AA > 5BB > 5C.B > j.A > jc > j.C > 236C > 2A > 5BB > 236B > Charge > 5BB > 236B > Charge > 5BB

From 2B/Universial Overhead

  • 2B > IAD > j.A > j.B > j.C > Run > 2A > 5BBB > 5C.A > 5C.B
  • 2B > IAD > j.A > j.B > j.C > 2B > IAD > whiff j.B > 5BBB > 5AA > 5BBB > 5C.A > 5C.B > j.A > jc > j.C > Run > 2A > 5BBB > 5C.A

From Grab

(OUTDATED AS OF 2.4.2)

  • Grab > Run > 2A > 5BBB > 5C.B > j.A > j.B > j.C > Run > 2A > 5BBB > 5C.A > 5C.B > j.B > j.C
  • Grab > Run > 2A > 5BBB > 5C.A > 5C.B > j.A > jc > j.C > 236A > j.A > jc > j.C > 2A > 5BBB > 5C.B > j.A > jc > j.C

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.


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Aege
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