Kirby Battle Blitz/Noll: Difference between revisions

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==Combos==
<!--Put the character's essential BNBs (Simple or a little difficult + Optimal combos here, with explanations to each.)-->
PLACEHOLDER





Revision as of 14:04, 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 Mid - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -


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


Universal Mechanics

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

PLACEHOLDER


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

placeholder


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

placeholder


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

PLACEHOLDER


Specials

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

PLACEHOLDER


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

placeholder


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

Sets up a j.C after the super, allowing you to combo after it OR set up oki. If you already have a j.C setup when you do 214A, it will activate after the super ends.


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

placeholder


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

placeholder


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

placeholder

Combos

PLACEHOLDER


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