Kirby Battle Blitz/System
Mechanics
Juggle Points
Attacks that launch the opponent far away commonly put the opponent into a juggle state. Everyone can reach 100 juggle points max, and every attack that is not a Star Strike, with some exceptions, adds juggle based on how much juggle the attack adds up. Anytime the point count reaches 100 (or Juggle Limit), that means the character can no longer hit the opponent with anything but moves that use 0 juggle, such as some Star Strikes.
Using StarBurst sets the starting juggle from 0 to -25, meaning more moves can be done during the combo.
Damage Proration
If the character does more than one move during a combo, the next move's damage will decay. This is called Damage Proration internally, but can also be referred to as Damage Scaling.
The formula for damage scaling is X*0.99^N. X is the original damage of the move and N is the proration point value. Most moves add a variable amount of N. It's balanced around the sense that uncommon moves in combos/as a starter have a smaller amount of proration points, while common moves in combos add a much larger proration point value. Most Star Strikes don't add proration, but there are some special cases like Noll's 214A.
For example:
- With a proration value of 10, the character should be doing about 10% less damage damage (100 * 0.99 ^ 10 = 90.4).
- With a proration value of 50, the character would be doing 40% less damage rather than 50% less damage (100 * 0.99 ^ 50 = 60.5).
- If your combo goes into the extremes, such as managing to trigger Hard Infinite Protection, the character would be doing 94% less rather than 250% less damage. (100 * 0.99 ^ 250 = 8.1)
Infinite Protection
If you hit 50 proration points within a combo while your opponent is not in a juggle state, the next attack will pop your opponent upwards.
- This will put your opponent in a juggle state, effectively preventing the infinite from looping forever.
If the 250 proration point limit is exceeded...
- The next hit will do no hit-stun and no knock-back
- Every subsequent hit will add one juggle point each time
- The launch velocity of the attack will change so the opponent falls straight downward
- The attack will be instantly tech-able on the opponent's end.
Stale Moves
The game keeps track of the last 5 moves done in a combo. If you repeat a move from this list of 5, the game will add juggle points to your combo.
- The amount added increases with the number of times used, starting at only 1 juggle but increasing exponentially.
- The formula for this would be (X *2 + 1), X being times repeated. Looping a move 5 times would add 15 juggle to your combo.
- This will not apply if you cancel a move directly into itself, such as Aege or Saito j.5AA.
- Repeating the same Star Strike within the last 5 moves applies a huge 50 proration point and 50 juggle point penalty to your combo.
Properties
Counter Hit
The move will act slightly differently if the opponent's attack is interrupted by your move, whether through startup or recovery. This is called a Counter Hit.
On normal moves, the attack will subtract 10% proration and have 7 more frames of hit-stun on the first hit.
Certain moves cause a more special Counter Hit, called a Fatal Counterhit. These moves have additional properties that allow you to go for a stronger punishment if executed properly, such as having double the hit-pause and damage.
Moves with these properties are listed on the wiki with a "Counter Hit" property.
Launch
Attacks with this property will put opponents into a juggle state, where juggle points get subtracted for each attack the character lands for the rest of the combo.
Knockdown
Attacks with this property will send opponents down to the ground. This is easily tech-able after the short bounce after hitting the ground has been completed.
Vacuum
Attacks with this property pull the opponent back to the character on hit.
Chip Damage
Attacks with this property deal damage to the opponent if they guard the attack.
Glitched
Uncommon as only Glitch can employ this state on other characters. This state will remove the opponent's ability to use any attacks that drain meter.
Hard Knockdown (HKD)
Attacks with this property will be untechable for the opponent, and the character will stay on the ground for 45 frames until they automatically wake up. This can allow for potential okizeme setups
Sliding Knockdown (SKD)
Attacks with this property will cause the opponent to slide on the ground. This can be interrupted with any attack that can pick the opponent off the ground, like a Low Attack. All attacks that wall-bounce and wall-splat have this property if the character hits the ground before the wall.
Wall Bounce
Attacks with this property will cause the opponent to bounce off the wall.
Ground Bounce
Attacks with this property will cause the opponent to bounce off the ground higher than normal.
Wall Splat
Attacks with this property will cause the opponent to stick to and slide off the wall.
Counter
(Not to be confused with Counter-Hit)
Moves with this property will do an action if the character is attacked by the opponent and the opponent's attack hits.
Projectile
Attacks with this property send out an attack that is seperate from the main character.
Grab/Throw
Attacks with this property are unblockable, albeit with a few restrictions if NOT a special/unique input:
- Ground throws cannot hit airborne opponents or opponents who are in jump start-up.
- Ground throws also cannot hit opponents in block-stun or hit-stun.
Once a throw is connected, the character will commonly be invincible to any attack until the throw is over so as to prevent any odd interactions with more complex throw animations.
Movement
Walk
Hold back or forward to walk.
Dash
Double tap forward to dash.
Run
Most characters when doing a dash have the ability to run. Hold forward after dashing to continue running.
Backdash
Double tap backward to backdash.
Airdash
Double tap forward in the air to airdash. This can be done infinitely in the air.
Air Backdash
Double tap backward in the air to airdash. This can be done infinitely in the air.
Simple Instant Air Dash
Tap S (Power Charge) in the air to do an Instant Air Dash. This is a shorter, more straight airdash that can only be done once.
Offense
Normal Attacks
Pressing A or B makes the character do a normal attack. Depending on the character's current state (standing, crouching, jumping), your character will perform a different attack. The rule of thumb is A attacks are weak but quick, and B attacks are strong but slow. Most characters have additional normal moves on their A and B attacks if pressed again. Refer to the character's move for info on each of them.
Unique Normals
Some characters may have additional normal attacks that can be done by pressing a direction + A/B. Such moves could have special properties like the ability to snipe opponents out of the air, hitting overhead or low on block, or being a separately accessible attack from the A/B auto-combos.
EX Attacks
An EX Attack is typically done by pressing the C button, with a direction sometimes. Most C button attacks drain small amounts of meter (1000 at maximum) but make the character do a fancier attack that makes them stand out from the rest of the crowd.
This could be setting a sword down to make it do an action later (Noll), sending out a great big projectile (Stray), or doing a stance to choose between a different attack. (Hiryo).
These are explained more in detail in every character's pages.
Star Strikes
A Star Strike is typically done by performing a special directional input and a button. These are even stronger than EX attacks as they can deal immense damage or give the character a special property such as powering up the character.
These are explained more in detail in every character's pages, but some common details to note are:
- All Star Strikes have very brief moments of super-flash (where the background darkens and time slows down.) This can make the attack very react-able depending on how long it lasts.
- Most Star Strikes are unable to be counteracted with Star Buster.
StarBurst
StarBurst is a mechanic where if the player has less than 700 health and more than 1500 meter, the player can press Counter and Grab simultaneously to boost the character's abilities at the cost of your meter. The buffs granted to the character are:
- The character can backdash cancel or dash cancel any move that makes contact with the opponent, air or ground, for 500 meter.
- The character heals automatically.
- The character gains 25 extra juggle points for use in your combo.
- The character gains 5 proration points 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.
StarBurst can be activated when the opponent is in hit-stun, in neutral and when the player is in block-stun.
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, Star Constellation, and Red Counter.
Twinkle Cancel
Twinkle Cancel is a mechanic where if the player has 1500 meter or more and the opponent is in block-stun, the player can press Counter and Grab at the same time to cancel their action, drift in any direction they choose, and then do whatever action they wish next. This is a very strong option for making your block-string safe or making new frame traps.
Active Switch
Exclusive to Tag, Active switch is a mechanic where if the player tags during a normal or EX attack, or tags out during neutral, the next character will run in from the side of the screen.
DHC
Exclusive to Tag, DHC is a mechanic where if the player presses any attack button with any tag button (A/B/C + T1/T2), the character that corresponds to that tag button will do a Star Strike of their own, provided the meter is available.
Snapback
Exclusive to Tag, Snapback is a mechanic where if the character presses the counter button with any tag button (X + T1/T2), the character will do an attack that forcibly tags out the opponent's current character. Costs 1000 meter.
Defense
Instant Blocking
By timing your block with when the opponent's attack hits, the character will flash white. Along with this, the character's chip damage will be negated, block-stun reduced, and meter gain increased.
Power Charge
Holding down the S button/Power Charge Button on the ground will allow you to charge meter on the ground at a moderately quick (very quick if playing as Fly) speed. It leaves you wide open for an attack however.
Grab Tech
If the opponent's character grabs the player's character, the player can press grab at roughly the same time (if the speech bubble with two exclamation marks is visible) to do what's called a Grab Tech. There's an 18-frame window to tech a grab, and a throw that counter-hit cannot grab teched.
Star Counter
Star Counter
Counter (X) |
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Star Constellation
Star Constellation
Counter + Power Charge (X+S) |
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Red Counter
Red Counter
Forward + Counter (6X) |
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Star Buster
Star Buster is this game's actual burst mechanic. Pressing Counter and Grab while in block-stun or hit-stun along with having 2000 meter will do a full-screen burst attack that blows your opponent away. This attack can potentially be punished as it is blockable. Also, the character suffers from not being able to gain meter for a long amount of time as a trade-off, meaning the player will have to cope with meter-less combos until nine seconds have passed.
Roadmap
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