Kirby Battle Blitz/Fly

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Backstory

Despite his cocky persona, Fly secretly struggles with an amnesiac curse that haunts him with memories and experiences he cannot recall. This burden is a heavy weight on his heart, but he has chosen to confront it in his own way.

Although Fly's past is shrouded in mystery, he avoids dwelling on it and instead focuses on the present and his exceptional fighting abilities. He discovered his electrical powers after waking up in the middle of a forest with no prior memories. Fly understands that using this power drains his stamina and therefore only uses it when the situation is dire and the stakes are high. Despite not wanting this power, Fly has no choice but to rely on it when necessary. Underneath his confident exterior, Fly holds a deep sense of vulnerability and fear about his past and the power he possesses.

Who Fly truly is or where he came from remains a mystery. Regardless, he always eagerly awaits a good fight.

Gameplay

Playstyle
KBB Fly Icon.png Fly is a glass cannon in the literal sense, sacrificing lots of his health in exchange for great pressure and a massive threat range.
Pick if you like Avoid if you dislike
  • Being 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.
  • Air Tight Staggers - Fly has a very powerful stagger that can force unprepared opponent into a guessing game of counters and grabs.
  • 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 reliancy. 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.
  • Very low combo damage without install. Even with meter, most of his combos do very little damage compared to the rest of the cast. One of the few 4+ touch characters in the game without install or his slow command grab.

Stats

Life Meter Prejump Walk Speed Run Speed Owned by
1000 3000 4 2.5 / -2.3 5.1 Redye


Command List

Standing Normal Moves

5A
5A
5A
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Invul Cost
12 Air Unblockable 214A, 236B, 214B, 5AA, 4A, 5B, 5C, 2C - - -
Startup Active Recovery Advantage Proration Juggle
5 4 9 5 5

Fly does a straight kick.

  • 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.
Damage Guard Cancel Property Invul Cost
12 Mid, Air 214A, 236B, 214B, 5AAA, 4A, 5BB, 5C, 2C - - -
Startup Active Recovery Advantage Proration Juggle
10 2 11 5 5

Fly does a slower kick that's angled diagonally upward.

  • Slightly better gatlings than 5A, as it can cancel into 5BB.
Damage Guard Cancel Property Invul Cost
20 (5×4) Mid, Air 214A, 236B, 214B, 5AAAA, 5B, 5C, 2C - - -
Startup Active Recovery Advantage Proration Juggle
8 2(2)2(2)2(2)2 15 5 5

Fly does four quick kicks.

  • Unlike 4A, this move has to wait for the 4th kick to connect in order to cancel into another move.
Damage Guard Cancel Property Invul Cost
18 Mid, Air 214A, 236B, 214B, Jump, 5AAAA, 5BB, 2C - - -
Startup Active Recovery Advantage Proration Juggle
5 4 14 - 4

Fly does a side kick.

  • 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
5B
File:KBB Fly 5B hb 1.png
5B, Frames - to -
File:KBB Fly 5B hb 2.png
5B, Frames - to -
File:KBB Fly 5B hb 3.png
5B, Frames - to -
File:KBB Fly 5B hb 1.png
5BB, Frames - to -
File:KBB Fly 5B hb 2.png
5BB, Frames - to -
File:KBB Fly 5B hb 3.png
5BB, Frames - to -
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Invul Cost
19 Mid, Air 214A, 236B, 214B, 5AAAA, 5B/5BB*, 5C, 2C Counterhit - -
Startup Active Recovery Advantage Proration Juggle
11 6 11 - 5

Fly does a roundhouse kick.

  • Pretty slow for a grounded button, but is a great meaty attack that can Fatal Counterhit.
  • It's recommended that if your goal is 5BB, you take more efficient routes.
Damage Guard Cancel Property Invul Cost
19 Mid, Air 214A, 236B, 214B, 5AAAA, 5B/5BB*, 5C, 2C Wallbounce* - -
Startup Active Recovery Advantage Proration Juggle
6 4 10 8 10

Fly follows up with another roundhouse kick.

  • The Rome of Fly's ground game, all routes lead here.
  • Wallbounces on hit which is unique for a grounded button.
  • However, it only wallbounces once. When it doesnt wallbounce, it knocks far away, but it can be followed up with a 236B.


2A
2A
2A
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Invul Cost
25 (10,15) Low, Air 214A, 236B, 214B, 5AAAA, 5BB, 5C - - -
Startup Active Recovery Advantage Proration Juggle
6 6 7 5 10

Fly does two quick sweeping kicks.

  • Point 1


2B
2B
2B
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Invul Cost
10 High, Air 236A, 214B, Instant Air Dash - - -
Startup Active Recovery Advantage Proration Juggle
11 4 14 5 5

Fly jumps and performs an axe kick

  • Same animation as j.5B animation and hitbox wise, but not frame data wise.
  • Point 2


j.5A
j.5A
j.5A
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Invul Cost
15 High, Air 236A, 214B, j.5AA, j.4A, j.5B, j.5C, j.2C - - -
Startup Active Recovery Advantage Proration Juggle
6 4(4)4 14 5 10

Fly does a spin kick.

  • Abysmally low range.
  • Hits in front and behind Fly.
  • If the hitbox behind fly hits, he will turn around, making it a niche cross-up tool as well as very easy to follow up from.
  • Point 3
Damage Guard Cancel Property Invul Cost
15 High, Air Jump, 236A, 214B, j.4A, j.5B, j.5C, j.2C - - -
Startup Active Recovery Advantage Proration Juggle
4 4 9 3 10

Fly does a kick upwards.

  • Being able to jump-cancel makes it good for extending air combos
  • Hits above Fly, making air combos with it VERY consistent.


j.4A
j.4A
j.4A
File:KBB Fly 5AAA hb 1.png
j.4A, Frames - to -
File:KBB Fly 5AAA hb 2.png
j.4A, Frames - to -
File:KBB Fly 5AAA hb 3.png
j.4A, Frames - to -
File:KBB Fly 5AAA hb 4.png
j.4A, Frames - to -
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Invul Cost
20 (5×4) High, Air Jump, 236A, 214B, j.5AA, j.5B, j.5C, j.2C - - -
Startup Active Recovery Advantage Proration Juggle
8 2(2)2(2)2(2)2 15 3 5

Fly does bunch of kicks, the same way he does in 5AAA.

  • Super active.
  • Has no velocity for Fly, along with no launch velocity for the opponent, meaning this move works amazingly as an air-to-ground.


j.5B
j.5B
j.5B
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Invul Cost
30 High, Air 236A, 214B, j.4A, j.5C, j.2C - - -
Startup Active Recovery Advantage Proration Juggle
8 4 14 3 10

Fly does an axe kick.

  • Groundbounces on hit, leading to grounded buttons OR you can continue the air combo with j.4A.

Universal Mechanics

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
- - - - - -

-



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

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