Kirby Battle Blitz/Noll: Difference between revisions
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*'''Good pressure after knockdown.''' j.CC allows for pressure after knockdown by being able to make the opponent block, allowing for mix with 2B/2A or being able to bait out a counter and start another combo. | *'''Good pressure after knockdown.''' j.CC allows for pressure after knockdown by being able to make the opponent block, allowing for mix with 2B/2A or being able to bait out a counter and start another combo. | ||
*'''Insane damage if j5C is used correctly.''' If you can properly setup j5C and combo a move into it, you can do a lot more damage than doing something akin to j5C into j.CC. | *'''Insane damage if j5C is used correctly.''' If you can properly setup j5C and combo a move into it, you can do a lot more damage than doing something akin to j5C into j.CC. | ||
*'''Good range and conversions.''' Options like 4B and j5C have massive range, and the fact that you can usually convert them into combos after landing them makes fighting Noll a hellish experience sometimes. | *'''Good range and conversions.''' Options like 4B and j5C have massive coverage/range, and the fact that you can usually convert them into combos after landing them makes fighting Noll a hellish experience sometimes. | ||
*'''Has a good keep-away game.''' j5C being able to track halfscreen allows you to play a very hit-and-run playstyle. | *'''Has a good keep-away game.''' j5C being able to track halfscreen allows you to play a very hit-and-run playstyle. | ||
|cons= | |cons= |
Revision as of 12:17, 22 August 2021
Noll | |
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Owned by: | DestructionSeries |
Playstyle: | Rushdown/Setplay |
HP: | 1000 |
Meter Size: | 3000 |
Extra Movement Options: | Teleport (2C with j5c out) |
Notes: | This page is still a work in progress! |
Backstory
PLACEHOLDER
Gameplay
Noll is a setplay/rushdown oriented character that relies on his range to gain momentum in a match.
Strengths | Weaknesses |
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