Kirby Battle Blitz/Stray

From Mizuumi Wiki
Jump to navigation Jump to search


Backstory

Fully grown mentally but not fully grown physically. With his father murdered by his own mother, Stray ran away from his home, only to be forced to begin a life of killing people for money as it’s the only profitable job he can do at his age. Eventually he is forced to come to terms with reality, as he must kill his mother too, both as the “morally just” action to take and as a bounty. After losing half of his soul and part of his abilities during the battle, Stray continues living life quite emptily, only having his few friends left to keep his last shard of… “humanity?” … “puffballity?”

Only of recent has he started taking care of Glitch, and now his days are even livelier than before. Now he accompanies him on the blitz of a century as he searches for Glitch’s fragments with him!

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 Stray Icon.png Stray is a patient character with great neutral and footsies, and has the ability to hound opponents if baited accordingly.
Pick if you like Avoid if you dislike
  • Good Range On the ground, Stray has access to some pretty large buttons, with 2A and 5B serving as good poke tools to keep people out or confirm from a distance.
  • Great Mixup Potential With some of the best strike/throw mixups in the game, Stray's command grab is the basis for some of the scariest mix you'll ever see once he's in.
  • Reliance on meter Stray's stances are locked behind meter, which means it will take a bit for you to get your game going.
  • Poor air-to-air options Stray's j.A and j.B do not help him much due to poor range.

Stats

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

Command List

Normal Moves

KBB Stray 5A Hitbox.png
5A
KBB Stray 5AA hb 1.png
KBB Stray 5AA hb 2.png
5AA
KBB Stray 5AAA Hitbox.png
5AAA
5A Damage Guard Cancel Invul Property Cost
10 AUB 5A, 2A, 5B, 5C, 2C - - -
Startup Active Recovery Advantage Proration Juggle
6 3 5 0 (0) 5 5
  • Stray's standard poke!
5AA Damage Guard Cancel Invul Property Cost
15 MA 5A, 2A, 5B, 5C, 2C - - -
Startup Active Recovery Advantage Proration Juggle
6 8 12 -1 (0) 0 5
5AAA Damage Guard Cancel Invul Property Cost
20 MA 2A, 5B, 5C, 2C - - -
Startup Active Recovery Advantage Proration Juggle
6 4 18 +19 (-5) 5 5
Toggle Hitboxes
Toggle Hitboxes


KBB Stray 5B Hitbox.png
5B
KBB Stray 5BB Hitbox.png
5BB
5B Damage Guard Cancel Invul Property Cost
15 MA 5A, 2A, 5B, 5C, 2C - - -
Startup Active Recovery Advantage Proration Juggle
13 2 12 +5 (-2) 5 10
5BB Damage Guard Cancel Invul Property Cost
15, 20 MA 5C, 2C, Jump, 236B - - -
Startup Active Recovery Advantage Proration Juggle
11 7 11 +46 (-3) 5 10
Toggle Hitboxes
Toggle Hitboxes


KBB Stray j.A hb 1.PNG
KBB Stray j.A hb 2.PNG
j.A
KBB Stray j.AA hb 1.PNG
KBB Stray j.AA hb 2.PNG
j.AA
j.A Damage Guard Cancel Invul Property Cost
15 MA j.A, j.B, Jump - - -
Startup Active Recovery Advantage Proration Juggle
6 4 16 - 3 5
j.AA Damage Guard Cancel Invul Property Cost
15 MA j.B, j.C, Jump, j.214B - - -
Startup Active Recovery Advantage Proration Juggle
8 4 15 - 5 5
Toggle Hitboxes
Toggle Hitboxes


KBB Stray j.B hb 1.PNG
KBB Stray j.B hb 2.PNG
j.B
Damage Guard Cancel Invul Property Cost
30 MA j.214B - Counter Hit -
Startup Active Recovery Advantage Proration Juggle
6 6 15 - 15 10
Toggle Hitboxes
Toggle Hitboxes


KBB Stray j.C Hitbox.png
j.C
KBB Stray j.CC hb 1.png
KBB Stray j.CC hb 2.png
j.CC
j.C Damage Guard Cancel Invul Property Cost
10-70 MA j.A, j.B, j.C - - 200
Startup Active Recovery Advantage Proration Juggle
8 18 9 - 10 5
j.CC Damage Guard Cancel Invul Property Cost
40 HA j.214B - Counter Hit -
Startup Active Recovery Advantage Proration Juggle
3 4 16 - 15 10
Toggle Hitboxes
Toggle Hitboxes


Universal Mechanics

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

-


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

-


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

-


EX Attacks

Star Strikes

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

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.


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