Kirby Battle Blitz/Noll: Difference between revisions
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Anomaletix (talk | contribs) (changed strength wording about neutral) |
Anomaletix (talk | contribs) m (→Gameplay: the wording sucked so I changed it again) |
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*'''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. | *'''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. | ||
*'''Great neutral.''' Noll has multiple tools that are insanely good in neutral, such 4B for it's insane coverage | *'''Great neutral.''' Noll has multiple tools that are insanely good in neutral, such as 4B for it's insane air approach coverage, 5B as a long ranged poke, backdash j.B for getting out of range, and j.C for being able to track halfscreen and start combos just by hitting it sometimes. | ||
|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 18:52, 22 August 2021
Noll | |
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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 |
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Command List
Normal Moves
5A
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5B
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6A
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4A
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j.A
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j.B
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Followups
move > 4B
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move > 6B
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Universal Mechanics
Overhead
2B |
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Low Attack
2A |
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Throw
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Counter
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Specials
5C
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j.C
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j.CC
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2C
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Supers
236A
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214A
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j.236B
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214B
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236C
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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 | ||
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In Progress / Completed | To-do |
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