Kirby Battle Blitz/Glitch

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Backstory

A fragmented mess of code: Glitch!

A fun loving fool, born outside the confines of time and space as an insanely powerful super solider, crash lands in puffball populated plains with complete amnesia. Only searching and attaining his lost soul fragments with his best friends Stray and Frooma will restore the unfortunately haunting memories of his harrowing past as a rejected tool of destruction.

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.)


Playstyle
KBB Glitch Icon.png Glitch is a close ranged well-rounded character who can be really aggressive provided the meter is available. (placeholder!)
Pick if you like Avoid if you dislike
  • 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 - This command grab super 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 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.
  • Very High Damage Output and Strong Meter Gain Glitch has some of the highest damage output out there, allowing him to easily two-touch if the opponent doesn't StarBuster. His strong meter gain helps make this damage possible, but the damage can be sacrificed to fuel his meter-hungry offense. Additionally, some of his EX Moves and Star Strikes deal chip damage.
  • Decent Okizeme. - He posseses a meaty overhead in KBB Glitch Icon.pngj5B, a meaty plus on block projectile that can lead to further pressure in KBB Glitch Icon.png5[C], and KBB Glitch Icon.pngj5C which can be used to create a left-right mixup, all which give Glitch a few more options on oki than the average character.
  • Meter Reliance 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 ruining your pressure Instant Blocking at the right time can force him to play less aggressively if done.
  • Having a Hatbox. - Hatbox. Hatbox. Hatbox.

Stats

Life Meter Prejump Walk Speed Run Speed Owned by
1000 3000 5 2.4 / -2.2 4.6 JalenBrah

Move List

Normal Moves

Standing Normal Moves

5A
5A
5A
KBB Glitch 5A.png
5A
KBB Glitch 5AA.png
5AA
KBB Glitch 5A Hitbox.png
Frames 6 to 9!
KBB Glitch 5AA Hitbox.png
Frames --!
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Invul Cost
10 Air Unblockable 236A, 214A, 214B, 5AA, 2A, 5B, 5C, 2C - - -
Startup Active Recovery Advantage Proration Juggle
5 4 8 -1 5 5

Glitch throws a jab with his left nub.

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

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.
5B
5B
5B
KBB Glitch 5B.png
KBB Glitch 5B hb 1.png
-
KBB Glitch 5B hb 2.png
-
KBB Glitch 5B hb 3.png
-
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Invul Cost
15 Mid, Air 236A, 214A, 214B, 2A, 2C, 5AA, 5BB, 5C - - -
Startup Active Recovery Advantage Proration Juggle
6 9 4 +0 2 5

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
5BB
KBB Glitch 5BB.png
KBB Glitch 5BB hb 1.png
-
KBB Glitch 5BB hb 2.png
-
KBB Glitch 5BB hb 3.png
-
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Invul Cost
15 Mid, Air 236A, 214A, 214B, 2A, 2C, 5AA, 5BBB, 5C - - -
Startup Active Recovery Advantage Proration Juggle
3 8 8 +0
(-2)
2 5

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
5BBB
KBB Glitch 5BBB.png
KBB Glitch 5BBB hb 1.png
-
KBB Glitch 5BBB hb 2.png
-
KBB Glitch 5BBB hb 3.png
-
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Invul Cost
20 Mid, Air Jump*, 236A, 214A, 214B, 2C, 5C Launch - -
Startup Active Recovery Advantage Proration Juggle
5 15 12 +23
(-8)
8 5

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.

Crouching Normal Moves

2A
2A
2A
KBB Glitch 2A 1.png
KBB Glitch 2A 2.png
KBB Glitch 2A hb 1.png
-
KBB Glitch 2A hb 2.png
-
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Invul Cost
30 (10,20) Low, Air Jump, 236A, 214A, 214B, 5AA, 5C, 5BB Launch - -
Startup Active Recovery Advantage Proration Juggle
6 5(13)4 12 contact, 8 whiff +21
(-2)
5 5

Glitch sweeps his foot low to the ground, then pokes the opponent's toes.

  • Glitch will not do the second part of the attack on whiff.
2B
2B
2B
KBB Glitch 5B.png
KBB Glitch 5B hb 2.png
-
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Invul Cost
30 (10,20) High, Air Instant Air Dash, 236B, 214B, j.2B, j.2C, j.5C Launch - -
Startup Active Recovery Advantage Proration Juggle
13 4 until landing +3 ~ +13
(+4 ~ -8)
- -

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.

Jumping Normal Moves

j5A
j.5A
j5A
KBB Glitch j5A.png
KBB Glitch j5A hb.png
-
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Invul Cost
15 High, Air Jump, j.236B, 214B, j.5B, j.5C, j.2C - - -
Startup Active Recovery Advantage Proration Juggle
4 3 11 -1 ~ +7 5 10

Glitch does a straight kick with his foot.

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

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.
j5C
j.5C
j5C
KBB Glitch j5C.png
KBB Glitch j5C hb.png
-
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Invul Cost
30 High, Air Jump, 236B, 214B, j.2C Counterhit, Launch - -
Startup Active Recovery Advantage Proration Juggle
8 4 12 +4 ~ -12
(-18 ~ +8)
5 10

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.

Command Normal Moves

j2B
j.2B
j2B
KBB Glitch j2B.png
The Cutscene
KBB Glitch j2B hb 1.png
-
KBB Glitch j2B hb 2.png
-
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Invul Cost
30 High, Air 236B, 214B, j.2C Counterhit, Wallbounce - -
Startup Active Recovery Advantage Proration Juggle
9 4 22 +39 ~ +78
(+1 ~ -15)
5 5

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.
  • Is the only exception to the "Stale Moves" system in game.
  • If the opponent is hit with another attack after j.2B, the attack will no longer wallbounce.

Universal Mechanics

5Y
5Y
5Y
KBB Glitch Grab.png
KBB Glitch 5Y hb.png
-
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Invul Cost
100 - 214B Launch, Vacuum, Throw - -
Startup Active Recovery Advantage Proration Juggle
9 5 15 whiff, until landing on success +36 35 5
Glitch grabs his opponents, then leapfrogs over the opponent while boosting himself upwards.

EX Attacks

Glitch Bomb
Glitch Bomb
5C
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Invul Cost
40 Mid, Air 214B Counter Hit, Chip Damage, Launch (Air) - 200 Meter
Startup Active Recovery Advantage Proration Juggle
15 1 17 +1 ~ +80
(+1 ~ +20)
8 5

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 the uncharged variation 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.
Damage Guard Cancel Property Invul Cost
80 (40, 40) Mid, Air 214B Counter Hit, Chip Damage, Launch - 200 Meter
Startup Active Recovery Advantage Proration Juggle
35 1 17 +73 ~ +93
(+23 ~ +36)
8 5

Charged version.

  • Does two hits.
  • Does 40 chip damage on block.
Glitch Bomb Booster
Damage Guard Cancel Property Invul Cost
50 Mid, Air j.2C Counter Hit, Chip Damage Invincible (1-9) 200 Meter
Startup Active Recovery Advantage Proration Juggle
8 11 10 +24
(-7 ~ +2)
- 5

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.
Damage Guard Cancel Property Invul Cost
40 Mid, Air j.2CC Counter Hit, Chip Damage All Aerials (10-24) 200 Meter
Startup Active Recovery Advantage Proration Juggle
9 15 5 +37
(+20)
- 5

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.
Damage Guard Cancel Property Invul Cost
40 High, Air 236B Hard Knockdown, Chip Damage - 200 Meter
Startup Active Recovery Advantage Proration Juggle
6 4 22 +37
(+20)
15 -

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

236A
Clone Explosion: Approach
236A
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Invul Cost
110 Mid, Air - Counterhit*, Chip Damage, Launch Invincible (5+) 1000 Meter
Startup Active Recovery Advantage Proration Juggle
10+4 30(3)15 0 +55 ~ +70
(-2 ~ +9)
- -

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.
214A
Clone Explosion: Approach
214A
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Invul Cost
160+p Mid, Air 214B Launch Invincible (1-23) 1000 Meter
Startup Active Recovery Advantage Proration Juggle
10+16 30,12 27 +41 (-4) - -

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.
j.236B
"Check This Out!": Flip Kick Slam
j.236B
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Invul Cost
55 (25,30) Mid, Air j.5C* Knockdown Invincible (1-23) 500 Meter
Startup Active Recovery Advantage Proration Juggle
10+3 3 15 whiff/until landing on hit +35 (+5 ~ -15) - -

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 cross-up.
214B
"Behind You!": Glitch Out
214B
Damage Guard Cancel Property Invul Cost
- - - - Invincible (1-24) 500 Meter
Startup Active Recovery Advantage Proration Juggle
- - 18+8 total -8 - -

Glitch glitches out behind the opponent.

  • It's a teleport. Amazing when paired up with certain moves like Glitch Bomb or Clone Approach: Retreat.
236C
"Say Goodbye To That Ability!"
236C
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Invul Cost
230 - - Throw, Glitched Invincible (1-33) 1500 Meter
Startup Active Recovery Advantage Proration Juggle
10+23 9 43 -1 - -

Glitch grabs the opponent and seals the opponent with his glitchy energy.

  • Does unprorated damage, making it powerful as a combo ender.
  • Locks out all of the opponent's metered attacks for 15 seconds if successful. (EX Attacks and Star Strikes)

Cancel Table

Cancel Table
A B C Star Strike Unique
5A 5AA, 2A 5B 5C, 2C 236A, 214A -
5AA - 5BBB 5C, 2C 214A, 214B -
5B 5AA, 2A 5BB 5C, 2C 236A, 214A, 214B -
5BB 5AA, 2A 5BBB 5C, 2C 236A, 214A, 214B -
5BBB - - 5C, 2C 236A, 214A, 214B Jump[-]
5C - - - 214B[+] -
2C - - j.2C - -
j.5A - j.5B j.5C, j.2C j.236B, j.214B[+] Jump
j.5B - j.2B j.5C, j.2C j.236B, j.214B[+] Jump
j.2B - - j.2C j.236B, j.214B[+] -
j.5C - - 2C j.236B, j.214B[+] Jump
j.2C - - j.2CC - -
j.2CC - - - j.236B -
2A 5AA 5BBB 5C 236A, 214A, 214B Jump
2B - j.2B j.5C, j.2C j.236B, j.214B[+] Instant Air Dash
Y - - - 214B -
236A - - - - -
214A - - - 214B -
236B - - j.5C - -
214B - - - - -
236C - - - - -

X: On Contact

X[+]: Available on Whiff

X[-]: On Hit only

X[/]: On Block only


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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