KITE — RUSHDOWN
Get inside. Stay there.
Fastest walk, shortest arms. She has no neutral — she has an approach.
Health 950 · walk 0.058/frame (135 frames to cross the visible stage) · dash 2.40 units in 16 · jump arc 3.20 · weight 0.85 · reach x0.80 · meter gain x1.25
Frame data
── KITE (RUSHDOWN) ── health 950 · walk 0.058 · reach x0.80 · weight 0.85
slot s/a/r dmg lvl blk hit reach desc
lightS 4/ 3/ 8 26 high +2 +10 0.87 Elbow
mediumS 6/ 3/15 55 high -3 +5 0.91 Scarf Whip
heavyS 10/ 4/21 90 high -8 +6 1.04 Harness Swing
lightC 4/ 3/ 8 22 low +1 +8 0.86 Toe Poke
mediumC 6/ 3/15 48 low -4 +3 0.92 Boot Sweep
heavyC 9/ 4/23 74 low -11 +2 1.12 Slide Sweep
lightA 4/ 6/ 3 26 overhead +4 +12 0.88 Air Elbow
mediumA 6/ 7/ 4 52 overhead +4 +12 0.94 Scarf Cut
heavyA 8/ 7/ 7 84 overhead +3 +15 0.96 Harness Drop
throw 3/ 2/20 110 unblockable +0 +0 0.87 Harness Drag
special1 10/ 3/16 55 low -4 +2 5.99* SPARKFLARE
special2 5/10/26 105 high -20 -5 0.92 SKYHOOK
special3 9/10/11 70 low -7 +4 1.08 TRAMLINE
super 5/14/29 300 high -22 +2 1.06 ZIPLINE ASSAULT
* reach includes the projectile's whole travel
s/a/r is startup / active / recovery. blk and hit are frame advantage in frames.
reach is world units from this fighter's own origin; a move needs 0.84 to work at
point blank, where two origins sit 1.24 apart.
Specials
SPARKFLARE — 236+A. A fast, low, short-lived flare — 0.20 a frame, dead after 5.2 units. Not a wall: a poke that must be blocked LOW, thrown from just outside her own arms.
SKYHOOK — 623+A. She throws the cable up and follows it. Her anti-air — invulnerable 1-4, one frame short of Mag's, so she trades where Mag wins clean.
TRAMLINE — [4]6+A. A low slide that travels 3.1 units and goes UNDER projectiles from frame 6 to 19. This is how she gets through a fireball she cannot out-range.
ZIPLINE ASSAULT — 236236+HEAVY. The hook catches and she crosses the whole stage through you — 6.5 units of travel, invulnerable 1-10. The one time all game that her range is not the problem.
On the select screen
Kite — THE ROOFTOP COURIER
Seventeen, all elbows, a hauling harness and a scarf that never stops moving. Fastest walk in the game and the shortest arms in the game. She has to be inside you — and if you push her out, she has to earn her way back in.
Difficulty 4/5 · power 2 · speed 5 · range 1 · technique 4 · defence 2
Registered by require("emberline.fighters.index").
Scoped to this part · feeds back into the world's score.