Kirby Battle Blitz/Noll: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
m (→‎Combos: forgot 2 equal signs for title)
(→‎Command List: added descriptions to attacks (subject to change))
Line 71: Line 71:
   |proration  =  
   |proration  =  
   |juggle    =  
   |juggle    =  
   |description= placeholder
   |description= Decent poke, but lacks range.
  }}
  }}
  {{AttackData-KBB
  {{AttackData-KBB
Line 88: Line 88:
   |proration  =
   |proration  =
   |juggle    =  
   |juggle    =  
   |description= placeholder
   |description= Second part of 5A.
  }}
  }}
{{AttackData-KBB
{{AttackData-KBB
Line 105: Line 105:
   |proration  =
   |proration  =
   |juggle    =  
   |juggle    =  
   |description= placeholder
   |description= Third part of 5A, and most likely the part that will start combos.
}}
}}
}}
}}
Line 140: Line 140:
   |proration  =
   |proration  =
   |juggle    =  
   |juggle    =  
   |description= placeholder
   |description= An INSANELY good poke.


}}
}}
Line 158: Line 158:
   |proration  =
   |proration  =
   |juggle    =  
   |juggle    =  
   |description= You can cancel the 1st and 2nd hit of 5BB with a jump.
   |description= After 5B, the three hits of 5BB will lead into a ton of combo routes. You can jump cancel the first and second hits of 5BB aswell for more.
  }}
  }}
}}
}}
Line 190: Line 190:
   |proration  =
   |proration  =
   |juggle    =  
   |juggle    =  
   |description= PLACEHOLDER
   |description= Stuns on counterhit.
}}
}}
}}
}}
Line 228: Line 228:
|input  =j.A
|input  =j.A
|image  =
|image  =
|caption =j.A
|image2  =
|caption2=j.AA
|hitbox  =
|hitbox  =
|hitboxCaption =
|hitboxCaption =
Line 236: Line 239:
|data    =
|data    =
  {{AttackData-KBB
  {{AttackData-KBB
  |version = j.A
   |damage    = 15
   |damage    = 15
   |guard      = High
   |guard      = High
Line 249: Line 253:
   |proration  =
   |proration  =
   |juggle    =  
   |juggle    =  
   |description= PLACEHOLDER
   |description= Placeholder


}}
}}
{{AttackData-KBB
  |version    = j.AA
  |damage    = 15
  |guard      = High
  |cancel    =
  |invul      =
  |property  =
  |cost      =
<!------------>
  |startup    =
  |active    =
  |recovery  =
  |advantage  =
  |proration  =
  |juggle    =
  |description= You can jump cancel this into another j.AA.
}}
}}
}}
<br>
<br>
Line 285: Line 306:
   |proration  =
   |proration  =
   |juggle    =  
   |juggle    =  
   |description= placeholder
   |description= Good coverage for a jump attack. If you do it after j.A, you can jump cancel it into another j.A.


}}
}}
Line 303: Line 324:
   |proration  =
   |proration  =
   |juggle    =  
   |juggle    =  
   |description= placeholder
   |description= Groundbounces the opponent on hit.
  }}
  }}
}}
}}
Line 336: Line 357:
   |proration  =  
   |proration  =  
   |juggle    =  
   |juggle    =  
   |description=  
   |description= Sends the opponent upwards, allowing for things like 4A > delay 4B > 5C > j.C.
  }}
  }}
}}
}}
Line 367: Line 388:
   |proration  =  
   |proration  =  
   |juggle    =  
   |juggle    =  
   |description=  
   |description= Sends the opponent backwards, allowing for things like 4A > 6B > 6A > 6B > 5C > j.C.
  }}
  }}
}}
}}
Line 400: Line 421:
   |proration  =
   |proration  =
   |juggle    =  
   |juggle    =  
   |description= PLACEHOLDER
   |description= Despite it's low damage, it is a powerful combo starter and can even be used mid-combo.
  }}
  }}
}}
}}
Line 432: Line 453:
   |proration  =
   |proration  =
   |juggle    =  
   |juggle    =  
   |description= placeholder
   |description= Good during situations like j.CC pressuring the opponent's block to open them up and start a combo.




Line 461: Line 482:
   |proration  =
   |proration  =
   |juggle    =  
   |juggle    =  
   |description= placeholder
   |description= Noll's grab is fairly quick and has a good range, along with allowing you to combo after it (more in Combos section).


}}
}}
Line 489: Line 510:
   |proration  =
   |proration  =
   |juggle    =  
   |juggle    =  
   |description= PLACEHOLDER
   |description= Just a plain counter.
  }}
  }}
}}
}}
Line 521: Line 542:
   |proration  =  
   |proration  =  
   |juggle    =  
   |juggle    =  
   |description= PLACEHOLDER
   |description= On hit, launches the opponent. Jump cancellable. Not usable when j.C is summoned.
  }}
  }}
}}
}}
Line 552: Line 573:
   |proration  =  
   |proration  =  
   |juggle    =  
   |juggle    =  
   |description= You can hold left, neutral, or right and be sent in that direction when doing j.C. (j.4C, j.5c, j.6c)
   |description= One of the most fear-inducing moves in Noll's kit. You can hold left, neutral, or right and be sent in that direction when doing j.C. (j.4C, j.5c, j.6c). Tracks opponent from half-screen. Can cancel into j.CC on hit.
  }}
  }}
}}
}}
Line 583: Line 604:
   |proration  =  
   |proration  =  
   |juggle    =  
   |juggle    =  
   |description= PLACEHOLDER
   |description= Summons a phantom spinner which moves for a bit before disappearing. Has some silly uses, like catching the opponent after they use Star Buster.
  }}
  }}
}}
}}
Line 614: Line 635:
   |proration  =  
   |proration  =  
   |juggle    =  
   |juggle    =  
   |description= Teleports to a Phantom Blade if it is summoned.
   |description= Teleports to a Phantom Blade if it is summoned.  
  }}
  }}
}}
}}
Line 648: Line 669:
   |proration  =  
   |proration  =  
   |juggle    =  
   |juggle    =  
   |description= placeholder
   |description= Noll slashes 3 times and knocks the opponent away from him. If you have j.C set up, you have the ability to teleport to or activate j.C after 236A ends.
  }}
  }}
}}
}}
Line 710: Line 731:
   |proration  =  
   |proration  =  
   |juggle    =  
   |juggle    =  
   |description= placeholder
   |description= Goes up and down before landing and launching the opponent upwards. Can catch opponents on the way up/down.
  }}
  }}
}}
}}
Line 741: Line 762:
   |proration  =  
   |proration  =  
   |juggle    =  
   |juggle    =  
   |description= placeholder
   |description= Very unsafe, as there is a small gap for the opponent to react to the super with a button/move away.
  }}
  }}
}}
}}
Line 772: Line 793:
   |proration  =  
   |proration  =  
   |juggle    =  
   |juggle    =  
   |description= placeholder
   |description= A counter that lets you combo after it. One of the most powerful combo starters due to how much damage it does.
  }}
  }}
}}
}}

Revision as of 14:55, 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
- - - - - -

Decent poke, but lacks range.

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

Second part of 5A.

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

Third part of 5A, and most likely the part that will start combos.


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

An INSANELY good poke.

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

After 5B, the three hits of 5BB will lead into a ton of combo routes. You can jump cancel the first and second hits of 5BB aswell for more.


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

Stuns on counterhit.


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

Placeholder

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

You can jump cancel this into another j.AA.


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

Good coverage for a jump attack. If you do it after j.A, you can jump cancel it into another j.A.

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

Groundbounces the opponent on hit.


Followups

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

Sends the opponent upwards, allowing for things like 4A > delay 4B > 5C > j.C.


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

Sends the opponent backwards, allowing for things like 4A > 6B > 6A > 6B > 5C > j.C.


Universal Mechanics

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

Despite it's low damage, it is a powerful combo starter and can even be used mid-combo.


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

Good during situations like j.CC pressuring the opponent's block to open them up and start a combo.


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

Noll's grab is fairly quick and has a good range, along with allowing you to combo after it (more in Combos section).


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

Just a plain counter.


Specials

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

On hit, launches the opponent. Jump cancellable. Not usable when j.C is summoned.


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

One of the most fear-inducing moves in Noll's kit. You can hold left, neutral, or right and be sent in that direction when doing j.C. (j.4C, j.5c, j.6c). Tracks opponent from half-screen. Can cancel into j.CC on hit.


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

Summons a phantom spinner which moves for a bit before disappearing. Has some silly uses, like catching the opponent after they use Star Buster.


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
- - - - - -

Noll slashes 3 times and knocks the opponent away from him. If you have j.C set up, you have the ability to teleport to or activate j.C after 236A ends.


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
- - - - - -

Goes up and down before landing and launching the opponent upwards. Can catch opponents on the way up/down.


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

Very unsafe, as there is a small gap for the opponent to react to the super with a button/move away.


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

A counter that lets you combo after it. One of the most powerful combo starters due to how much damage it does.

Combos

PLACEHOLDER


General
FAQ
Controls
HUD
Netplay
Menus
System
Glossary
Patch Notes
Characters
Glitch
Aege
Fly
Max
Yoru
Stray
Jodie
Clutch
Saito
Noll
Sareo
Hiryo
Vivienne
Bill
Violet
Jay
Leon