Kirby Battle Blitz/Noll: Difference between revisions

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(→‎Command List: damage values added to all moves except j.BB)
m (→‎Normal Moves: added guard info for moves)
Line 59: Line 59:
   |version    = 5A
   |version    = 5A
   |damage    = 10
   |damage    = 10
   |guard      =  
   |guard      = Mid
   |cancel    =  
   |cancel    =  
   |invul      =  
   |invul      =  
Line 76: Line 76:
   |version    = 5AA
   |version    = 5AA
   |damage    = 15
   |damage    = 15
   |guard      =  
   |guard      = Mid
   |cancel    =  
   |cancel    =  
   |invul      =  
   |invul      =  
Line 93: Line 93:
   |version    = 5AAA
   |version    = 5AAA
   |damage    = 20
   |damage    = 20
   |guard      =  
   |guard      = Mid
   |cancel    =  
   |cancel    =  
   |invul      =  
   |invul      =  
Line 128: Line 128:
   |version    = 5B
   |version    = 5B
   |damage    = 25
   |damage    = 25
   |guard      =  
   |guard      = Mid
   |cancel    =  
   |cancel    =  
   |invul      =
   |invul      =
Line 146: Line 146:
   |version    = 5BB
   |version    = 5BB
   |damage    = 14*3
   |damage    = 14*3
   |guard      =  
   |guard      = Mid
   |cancel    =  
   |cancel    =  
   |invul      =  
   |invul      =  
Line 178: Line 178:
  {{AttackData-KBB
  {{AttackData-KBB
   |damage    = 35
   |damage    = 35
   |guard      =  
   |guard      = Mid
   |cancel    =  
   |cancel    =  
   |invul      =  
   |invul      =  
Line 209: Line 209:
   |version    =
   |version    =
   |damage    = 25
   |damage    = 25
   |guard      =
   |guard      = Mid
   |cancel    =  
   |cancel    =  
   |invul      =  
   |invul      =  
Line 237: Line 237:
  {{AttackData-KBB
  {{AttackData-KBB
   |damage    = 15
   |damage    = 15
   |guard      =  
   |guard      = High
   |cancel    =  
   |cancel    =  
   |invul      =  
   |invul      =  
Line 273: Line 273:
   |version    = j.B
   |version    = j.B
   |damage    = 20
   |damage    = 20
   |guard      =  
   |guard      = High
   |cancel    =  
   |cancel    =  
   |invul      =
   |invul      =
Line 291: Line 291:
   |version    = j.BB
   |version    = j.BB
   |damage    =  
   |damage    =  
   |guard      =  
   |guard      = High
   |cancel    =  
   |cancel    =  
   |invul      =  
   |invul      =  

Revision as of 13:53, 22 August 2021

[[]]
Noll
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
  • Option select after j5C. With j5C's ability to groundbounce after hitting an opponent with it midair, it allows Noll to either extend the combo with a move like 5BB or prematurely end the combo for oki with j.CC.
  • 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.
  • 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.
  • Extremely meter hungry. With how Noll usually revolves around using tools like j5C for a majority of the match, he loses a lot of meter very quickly, forcing you to either power charge or go in with close to no meter.
  • Pressured easily without having j5C up. Being in the corner without j5C setup can sometimes be a death sentence, as you lose access to 2C (Teleport) and j.CC (Phantom Spinner), both useful for escaping pressure.

Command List

Normal Moves

5A
5A
5A
5AA
5AA
5AAA
5AAA
5A Damage Guard Cancel Invul Property Cost
10 Mid - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

placeholder

5AA Damage Guard Cancel Invul Property Cost
15 Mid - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

placeholder

5AAA Damage Guard Cancel Invul Property Cost
20 Mid - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

placeholder


5B
5B
5BB
5B Damage Guard Cancel Invul Property Cost
25 Mid - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

placeholder

5BB Damage Guard Cancel Invul Property Cost
14*3 Mid - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

You can cancel the 1st and 2nd hit of 5BB with a jump.


6A
Damage Guard Cancel Invul Property Cost
35 Mid - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

PLACEHOLDER


4A
Damage Guard Cancel Invul Property Cost
25 Mid - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

You can use this move twice in a row. The first use of it will groundbounce the opponent, but the second time will send the opponent straight to the ground standing.


j.A
Damage Guard Cancel Invul Property Cost
15 High - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

PLACEHOLDER


j.B
j.B
j.BB
j.B Damage Guard Cancel Invul Property Cost
20 High - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

placeholder

j.BB Damage Guard Cancel Invul Property Cost
- High - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

placeholder


Followups

move > 4B
Damage Guard Cancel Invul Property Cost
35 - - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -


move > 6B
Damage Guard Cancel Invul Property Cost
25 - - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -


Universal Mechanics

Overhead
2B
Damage Guard Cancel Invul Property Cost
10 - - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

PLACEHOLDER


Low Attack
2A
Damage Guard Cancel Invul Property Cost
20 - - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

placeholder


Throw
Damage Guard Cancel Invul Property Cost
100 - - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

placeholder


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

PLACEHOLDER


Specials

5C
Damage Guard Cancel Invul Property Cost
45 - - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

PLACEHOLDER


j.C
Damage Guard Cancel Invul Property Cost
25 - - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

You can hold left, neutral, or right and be sent in that direction when doing j.C. (j.4C, j.5c, j.6c)


j.CC
Damage Guard Cancel Invul Property Cost
50 - - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

PLACEHOLDER


2C
Damage Guard Cancel Invul Property Cost
- - - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

Teleports to a Phantom Blade if it is summoned.


Supers

236A
Damage Guard Cancel Invul Property Cost
150 - - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

placeholder


214A
Damage Guard Cancel Invul Property Cost
185 - - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

Sets up a j.C after the super, allowing you to combo after it OR set up oki.


j.236B
Damage Guard Cancel Invul Property Cost
8*N+43 - - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

placeholder


214B
Damage Guard Cancel Invul Property Cost
- - - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

placeholder


236C
Damage Guard Cancel Invul Property Cost
350 - - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

placeholder


General
FAQ
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