Kirby Battle Blitz/Noll: Difference between revisions
Jump to navigation
Jump to search
Anomaletix (talk | contribs) (added combo to 3 meter section) |
Anomaletix (talk | contribs) (→Combos) |
||
Line 821: | Line 821: | ||
Grab Starter (with j.C setup) | Grab Starter (with j.C setup) | ||
*Grab > j.CC > 214A > 5BB > j.CC > 214A > 236B > jc > j.5c > 5BB > j.CC > 2B > 5BB > 5C > jc > j.5c | *Grab > j.CC > 214A > 5BB > j.CC > 214A > 236B > jc > j.5c > [5BB > j.CC > 2B > 5BB > 5C > jc > j.5c]x2 > 5BB > j.CC(744 damage, 111 hits) [https://youtu.be/eyrd_ipsGvM link to demonstration] | ||
This combo is pretty good for two reasons. For one, it deals almost 3/4 of the opponent's health. Another reason is that you can prematurely end the combo at the last j.C and start oki, allowing for a pretty dangerous situation for the opponent. | This combo is pretty good for two reasons. For one, it deals almost 3/4 of the opponent's health. Another reason is that you can prematurely end the combo at the last j.C and start oki, allowing for a pretty dangerous situation for the opponent. | ||
Revision as of 17:39, 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
Loops
- 5BB > 4B (395 damage, 30 hits,) link to demonstration
- 6A > 6B (325 damage, 14 hits) link to demonstration
Both of these loops are good for the reason that they do decent damage with fairly easy execution OR need to build up meter. Also useful in the situation that you are Glitched by Glitch's 236C and cannot use your C moves.
Meterless
1 Meter
2 Meter
3 Meter
Grab Starter (with j.C setup)
- Grab > j.CC > 214A > 5BB > j.CC > 214A > 236B > jc > j.5c > [5BB > j.CC > 2B > 5BB > 5C > jc > j.5c]x2 > 5BB > j.CC(744 damage, 111 hits) link to demonstration
This combo is pretty good for two reasons. For one, it deals almost 3/4 of the opponent's health. Another reason is that you can prematurely end the combo at the last j.C and start oki, allowing for a pretty dangerous situation for the opponent.
Roadmap
17% complete | ||
|
In Progress / Completed | To-do |
---|---|
|
|