Kirby Battle Blitz/Noll: Difference between revisions
Jump to navigation
Jump to search
Anomaletix (talk | contribs) (→Command List: added descriptions to attacks (subject to change)) |
Anomaletix (talk | contribs) m (→Gameplay: changed wording of one strength) |
||
Line 31: | Line 31: | ||
{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
*'''Option select after | *'''Option select after j.C.''' With j.C'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. | *'''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 | *'''Insane damage if j.C is used correctly.''' If you can properly setup j.C and combo a move into it, you can do a lot more damage than doing something akin to j.C 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. | *'''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. | ||
*''' | *'''Good neutral.''' j.C being able to track halfscreen allows you to play a very hit-and-run playstyle, along with being able to combo after hitting j.C. | ||
|cons= | |cons= | ||
*'''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. | *'''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. |
Revision as of 14:58, 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 |
---|---|
|
|
Command List
Normal Moves
5A
|
---|
5B
|
---|
6A
|
---|
4A
|
---|
j.A
|
---|
j.B
|
---|
Followups
move > 4B
|
---|
move > 6B
|
---|
Universal Mechanics
Overhead
2B |
---|
Low Attack
2A |
---|
Throw
|
---|
Counter
|
---|
Specials
5C
|
---|
j.C
|
---|
j.CC
|
---|
2C
|
---|
Supers
236A
|
---|
214A
|
---|
j.236B
|
---|
214B
|
---|
236C
|
---|
Combos
PLACEHOLDER