Kirby Battle Blitz/Noll: Difference between revisions

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   |juggle    =  
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   |description= On hit, launches the opponent. Jump cancellable. Not usable when j.C is summoned.
   |description= On hit, launches the opponent. Jump cancellable. Not usable when j.C is summoned.
*Great for combo extensions by getting the opponent into the air.
  }}
  }}
}}
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Revision as of 21:32, 23 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 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.
  • 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.
  • 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.
  • 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.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.

  • Great for combo extensions by getting the opponent into the air.


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. Just don't whiff it, or you will most likely eat tons of damage.

Combos

Do note: All of the combos listed aren't the only combos doable with Noll. Try and get creative!

Loops

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.

Not as damaging as the above two, but what it lacks in damage it makes up for in corner carry. If you reach corner before the end of the loop, it is possible to use a j.C and set up oki. You could also just do it after any part in the loop except the end.

BnBs

Various Starters

A basic Noll combo for setting up a j.CC okizeme situation. Can use 5BB after combo to extend it. This can also be started with any normal:
4a demonstration
6a demonstration
5a/5aa/5aaa demonstration
2a demonstration


Meterless Options

Metered Options

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) 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
  • Basic stuff like the landing page and navbox is in, along with some system pages.
  • System page is complete.
  • Clean up and finish the rest of the character pages. Every page needs to be updated to account for changes in updates 2.0 to 2.4.
  • Create netplay page.
  • Update FAQ
  • Add patch-notes from 2.1 to 2.4.
  • Finish adding frame data to every page, and begin adding hit-boxes to every page. Glitch is currently the gold standard in the gameplay section, hitboxes aside. (Avoid doing Violet's at all costs however!)
  • When Adding Hitboxes: Only take images from Fighter Factory. This is to keep the look of the hitboxes clean!
  • Ensure that this chart is updated over time.


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