Kirby Battle Blitz/Noll: Difference between revisions
Anomaletix (talk | contribs) |
Anomaletix (talk | contribs) (added descriptions to moveset) |
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|description= Decent poke, but lacks range. | |description= Noll kicks the enemy. | ||
*Decent poke, but lacks range. | |||
*Cancellable. | |||
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|description= | |description= Noll slams his katana into the ground. | ||
*Same animation as 4A, but does not groundbounce. | |||
*Cancellable. | |||
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|description= | |description= Noll uses the bottom of his katana to attack the enemy. | ||
*Virtually the same animation as 6A. | |||
*Best part of 5AAA to start a combo with. | |||
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|description= | |description= Noll summons a phantom blade and sends it forwards. | ||
*One of Noll's, if not BEST poke. | |||
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|description= | |description= Noll summons three more phantom blades and attacks the enemy with them. | ||
*One of Noll's better combo starters. | |||
*Jump cancellable on 1st and 2nd hit, allowing for more potential combo routes. | |||
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|description= Stuns on counterhit. | |description= Noll uses the bottom of his Katana to attack the enemy. | ||
*Stuns on counterhit. | |||
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|description= | |description= Noll swings his katana downward. | ||
*Can be used 2 times in a row. First time will groundbounce, but second time will send the opponent straight to the ground. | |||
*In some combos, can be used as a combo extender because of the groundbounce. | |||
*Second hit can be useful for resets. | |||
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|description= | |description= Noll kicks in the air. | ||
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|description= | |description= Noll kicks in the air and flips backward. | ||
*Not much use for using only this move. Best used for comboing into j.B/another j.A. | |||
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|description= | |description= Noll swings his katana in the air. | ||
*Has great range, covering options like airdash. | |||
*You can backdash to use j.B as a burst getaway option. | |||
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|description= Groundbounces | |description= Noll swings his katana downward in the air. | ||
*Groundbounces on hit. | |||
*Can combo into 5BB. | |||
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|description= | |description= Noll summons a phantom blade to send the opponent upward. | ||
*Works as a semi-launcher, allowing for things like 4A > delay 4B > 5C > j.C. | |||
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|description= | |description= Noll summons a phantom blade to send the opponent backwards. | ||
*Not as good as the 4B followup, but allows for things like 4A > 6B > 6A > 6B > 5C > j.C. | |||
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|description= Despite it's low damage, it is a powerful combo starter and can even be used mid-combo. | |description= Noll summons a phantom blade from above and sends it downward. | ||
*Despite it's low damage, it is a powerful combo starter and can even be used mid-combo as filler. | |||
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|description= | |description= Noll uses the hilt of his katana to attack the opponent. | ||
*Somewhat deceptive range. | |||
*Some silly usage can come out of it, like in corner being able to do 214A > 2A. | |||
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|description= Noll's grab is fairly quick and has a good range, along with allowing you to combo after it (more in Combos section). | |description= Noll winds up and lunges in to grab the opponent. | ||
*Noll's grab is fairly quick and has a good range, along with allowing you to combo after it (more in Combos section). | |||
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|description= | |description= Noll summons a phantom spinner above him and spins it around for a small amount of time. | ||
*Great for combo extensions by getting the opponent into the air. | *Great for combo extensions by getting the opponent into the air. | ||
*Jump cancellable. | |||
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|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. | |description= Noll summons a phantom blade. | ||
*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. | |||
*Limit of 1 on screen at all times. | |||
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|description= | |description= Noll turns his phantom sword into a spinner, moving for a bit before dissapearing. | ||
*Has some silly uses, like catching the opponent after they use Star Buster. | |||
*EXTREMELY useful if used right. | |||
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|description= | |description= Noll teleports to his phantom blade, swapping places with it, | ||
*Has a few uses. Can be used for escaping pressure, can be used for combos, baiting opponents as an approach, etc. | |||
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|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. | |description= Noll slashes with his katana 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. | |||
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|description= 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. | |description= Noll rises upward as he slashes many times around him. | ||
*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. | |||
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|description= | |description= Noll spins around rapidly with his phantom blades as he rises up and down. | ||
*Can catch opponents on the way up/down. | |||
*Like 214A, it will activate a j.C if one is setup. | |||
*If one is not setup, it will do a 5C instead. Like regular 5C, this one can be cancelled. | |||
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|description= Very unsafe, as there is a small gap for the opponent to react to the super with a button/move away. | |description= Noll waits for a bit before slashing hard, stunning the enemy for a short amount of time. | ||
*Very unsafe, as there is a small gap for the opponent to react to the super with a button/move away. | |||
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|description= 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. | |description= Noll sidesteps for a bit. If he is hit during the counter, Noll will slash the enemy and summon a phantom spinner to attack them. | ||
*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. | |||
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Revision as of 22:35, 23 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
Do note: All of the combos listed aren't the only combos doable with Noll. Try and get creative!
Loops
- 5BB > 4B (395 damage) link to demonstration
- 6A > 6B (325 damage) 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.
- j.A > j.BB (270 damage) link to demonstration
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
- 5BB > jump > j.AA > jump > j.AA > j.BB > j.C (173 damage) link to demonstration
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 | ||
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In Progress / Completed | To-do |
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