Blade Strangers/Noko: Difference between revisions
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(Created page with "300px|thumb|right|<center><font size="3">'''Noko Yokoyama'''</font></center> =Introduction= Source Game: Umihara Kawase ==Story== Short story summ...") |
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(30 intermediate revisions by 5 users not shown) | |||
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[[image:blastr_noko.jpg|300px|thumb|right|<center><font size="3">'''Noko Yokoyama'''</font></center>]] | [[image:blastr_noko.jpg|300px|thumb|right|<center><font size="3">'''Noko Yokoyama'''</font></center>]] | ||
[[Image:blade_strangers_noko_colors.png|400px|thumb|right|<center><font size="3">Colors</font></center>]] | |||
=Introduction= | =Introduction= | ||
Line 6: | Line 8: | ||
==Story== | ==Story== | ||
Yokoyama Noko works for the Time Enforcement Commission as a time cop. Before she could participate in ''Blade Strangers'', she had to escape from PreCrime officers that wanted to arrest her for killing a man 36 hours into the future. | |||
==Gameplay== | ==Gameplay== | ||
Line 15: | Line 17: | ||
=Move List= | =Move List= | ||
==Light | ==Normal Moves== | ||
{{BLASTR-Move | |||
|image=BLASTR_Noko_5L.png | |||
|name=Light Attack | |||
|input=5L | |||
|data= | |||
{{BLASTR-Data | |||
|damage=500 | |||
|cancel= | |||
|guard=M | |||
|startup=6 | |||
|active= | |||
|recovery= | |||
|blockAdv=0 | |||
|hitAdv=2 | |||
|hitbox= | |||
|description=While Noko's 5L doesn't contribute to her potent high/low mixups, it's a great tool for starting pressure regardless. It has above average range for a light normal, and since its followups also have good range, she'll rarely need to worry about combos whiffing because the opponent is too far away. | |||
5L, much like most characters' jabs, confirms into itself on counter hit. Combined with its range and Noko's quick dash, she can easily keep the opponent in place with repeated 5Ls, and confirm into a knockdown if the opponent tries to press a button. | |||
}} | |||
}} | |||
{{BLASTR-Move | |||
|image=BLASTR_Noko_6L.png | |||
|name=Light Attack x2 | |||
|input=6L | |||
|data= | |||
{{BLASTR-Data | |||
|damage=600 | |||
|cancel= | |||
|guard=M | |||
|startup=7 | |||
|active= | |||
|recovery= | |||
|blockAdv=-2 | |||
|hitAdv=1 | |||
|hitbox= | |||
|description=Because of this move's range, it's effective as a poke to be used in the neutral game. Its main benefit over her other long-range buttons is that she can cancel it into other normals, mainly 6LL, 2H, or even 6E. This allows you to create easily hit confirmable, safe blockstrings, even while further away from the opponent. | |||
}} | |||
}} | |||
{{BLASTR-Move | |||
|image=BLASTR_Noko_LLL.png | |||
|name=Light Attack x3 | |||
|input=6L | |||
|data= | |||
{{BLASTR-Data | |||
|damage= | |||
|cancel= | |||
|guard=M | |||
|startup=7 | |||
|active= | |||
|recovery= | |||
|blockAdv=-3 | |||
|hitAdv=1 | |||
|hitbox= | |||
|description=This move will generally force you to end your pressure, since it has lots of pushback on block. However, because of this, it leaves you at a comfortable range at which to play neutral. | |||
This move doesn't have such a high vertical hitbox, which makes it slightly awkward to use in air conversions without implementing a delay. | |||
}} | |||
}} | |||
{{BLASTR-Move | |||
|image=BLASTR_Noko_2L.png | |||
|name=Light Attack - Crouch | |||
|input=2L | |||
|data= | |||
{{BLASTR-Data | |||
|damage=400 | |||
|cancel= | |||
|guard=L | |||
|startup=6 | |||
|active= | |||
|recovery= | |||
|blockAdv=-1 | |||
|hitAdv=0 | |||
|hitbox= | |||
|description=Noko's speed, as well as 2L and its followups' range, make this move a threatening low in almost any situation. Noko can easily run in and out while poking with this move, conditioning opponents to block low so that you can start opening them up with her deadly instant overhead. Unlike 5L, however, this move doesn't link into anything on counter hit, so you'll probably want to immediately cancel this move into 6L or something else. | |||
}} | |||
}} | |||
{{BLASTR-Move | |||
|image=BLASTR_Noko_5H.png | |||
|name=Heavy Attack | |||
|input=5H | |||
|data= | |||
{{BLASTR-Data | |||
|damage=850 | |||
|cancel= | |||
|guard=M | |||
|startup=9 | |||
|active= | |||
|recovery= | |||
|blockAdv=-6 | |||
|hitAdv=0 | |||
|hitbox= | |||
|description=A step-in normal that is good for confirming into either Light Pile Driver or any version of Rekka. It doesn't have a good vertical hitbox, but it's possible to confirm it into Heavy Pile Driver if the opponent is in the air at a reasonable height. | |||
}} | |||
}} | |||
==Heavy | |||
{{BLASTR-Move | |||
|image=BLASTR_Noko_6H.png | |||
|name=Down Shoot | |||
|input=6H | |||
|data= | |||
{{BLASTR-Data | |||
|damage=1050 [1400] | |||
|cancel= | |||
|guard=M | |||
|startup=13 [44] | |||
|active= | |||
|recovery= | |||
|blockAdv=-2 [-1] | |||
|hitAdv=3 [Launch] | |||
|hitbox= | |||
|description=Noko's 6H stands out as one of the only charged 6Hs that bounces the opponent off the ground rather than blasting them to the wall. This allows her to combo from it at any point on the screen, and midscreen routes that involve 6[H] do a hefty amount of damage. Aside from its combo potential, 6H has good range and links into 6HS regardless of charge, allowing you to score a good knockdown from just about any confirm. | |||
}} | |||
}} | |||
{{BLASTR-Move | |||
|image=BLASTR_Noko_4H.png | |||
|name=Broad-Axe Kick | |||
|input=4H | |||
|data= | |||
{{BLASTR-Data | |||
|damage=750 | |||
|cancel= | |||
|guard=M | |||
|startup=8 | |||
|active= | |||
|recovery= | |||
|blockAdv=0 | |||
|hitAdv=3 | |||
|hitbox= | |||
|description=Nothing about this move is miserable. It has more range than it appears to, has good startup, and very little recovery, making it a prime choice for the neutral game. 4H is a great move to buffer into specials, allowing you to easily punish the opponent for approaching while still remaining safe if they don't. Additionally, this move links into 2H on counterhit, and if you're willing to spend meter you can get massive damage from this confirm. | |||
To top it all off, 4H is also Noko's only move other than 5L that's 0 on block. Noko players will often use 2L>4H in pressure since it can easily be hit confirmed, and if 4H is blocked Noko is left in a good position. | |||
}} | |||
}} | |||
{{BLASTR-Move | |||
|image=BLASTR_Noko_2H.png | |||
|name=Heavy Attack - Crouch | |||
|input=2H | |||
|data= | |||
{{BLASTR-Data | |||
|damage=700 | |||
|cancel= | |||
|guard=L | |||
|startup=8 | |||
|active= | |||
|recovery= | |||
|blockAdv=-3 | |||
|hitAdv=2 | |||
|hitbox= | |||
|description=2H is arguably Noko's most reliable poke. It's fast and has good range, but the important part is that this move has a gigantic cancel window. It's possible to hit confirm this move into something like 6S, but using Offensive Skill is even easier and leads to a very high damage combo. If 2H counterhits, then the confirm becomes even easier. | |||
}} | |||
}} | |||
{{BLASTR-Move | |||
|image=BLASTR_Noko_3H.png | |||
|name=Clean Sweep | |||
|input=3H | |||
|data= | |||
{{BLASTR-Data | |||
|damage=850 | |||
|cancel= | |||
|guard=M | |||
|startup=12 | |||
|active= | |||
|recovery= | |||
|blockAdv=-2 | |||
|hitAdv=1 | |||
|hitbox= | |||
|description=Although this move has a decent hitbox, its poor speed and recovery make it an unreliable option on its own. However, much like 2H, 3H also has a long cancel window, and it has better framedata on block, which means that it might have some utility in long ranged blockstrings. Otherwise, it's pretty useful as a combo extender. | |||
}} | |||
}} | |||
{{BLASTR-Move | |||
|image=BLASTR_Noko_jL.png | |||
|name=Light Attack - Air | |||
|input=j.L | |||
|data= | |||
{{BLASTR-Data | |||
|damage=400 | |||
|cancel= | |||
|guard=H | |||
|startup=5 | |||
|active= | |||
|recovery= | |||
|blockAdv=7 | |||
|hitAdv=12 | |||
|hitbox= | |||
|description=You'll rarely ever be jumping in with this move, but its speed and hitbox make it a reliable move to air-to-air with. | |||
}} | |||
}} | |||
{{BLASTR-Move | |||
|image=BLASTR_Noko_j8L.png | |||
|name=Elbow Strike | |||
|input=j.8L | |||
|data= | |||
{{BLASTR-Data | |||
|damage=450 | |||
|cancel= | |||
|guard=H | |||
|startup=5 | |||
|active= | |||
|recovery= | |||
|blockAdv=7 | |||
|hitAdv=9 | |||
|hitbox= | |||
|description=j.8L's primary use is as a combo tool. It's very fast, has high juggle potential, and hits in a good area above her, making it easy to extend combos with. Generally speaking, canceling j.8L into a delayed heavy air normal will allow Noko to continue her combo once she hits the ground. | |||
}} | |||
}} | |||
{{BLASTR-Move | |||
|image=BLASTR_Noko_jH.png | |||
|name=Heavy Attack - Air | |||
|input=j.H | |||
|data= | |||
{{BLASTR-Data | |||
|damage=750 | |||
|cancel= | |||
|guard=H | |||
|startup=7 | |||
|active= | |||
|recovery= | |||
|blockAdv=7 | |||
|hitAdv=16 | |||
|hitbox= | |||
|description=A jump-in that can cross up. | |||
}} | |||
}} | |||
{{BLASTR-Move | |||
|image=BLASTR_Noko_j8H.png | |||
|name=Level Kick | |||
|input=j.8H | |||
|data= | |||
{{BLASTR-Data | |||
|damage=750 | |||
|cancel= | |||
|guard=H | |||
|startup=7 | |||
|active= | |||
|recovery= | |||
|blockAdv=7 | |||
|hitAdv=16 | |||
|hitbox= | |||
|description=Since Noko is one of the only characters that can chain her air normals, this attack makes for an excellent combo extender for juggles. This attack sends the opponent at a high trajectory to allow Noko to follow up with some of her slower attacks. | |||
}} | |||
}} | |||
{{BLASTR-Move | |||
|image=BLASTR_Noko_j2H.png | |||
|name=Skull Splitter | |||
|input=j.2H | |||
|data= | |||
{{BLASTR-Data | |||
|damage=850 | |||
|cancel= | |||
|guard=H | |||
|startup=9 | |||
|active= | |||
|recovery= | |||
|blockAdv=7 | |||
|hitAdv=16 | |||
|hitbox= | |||
|description=j.2H has a gigantic hitbox under Noko. It can function similarly to Shovel Knight's infamous j.E; by super jumping forward and using j.2H immediately, Noko can rapidly close distance and gain advantage on block all at once. | |||
}} | |||
}} | |||
==Unique Attacks== | ==Unique Attacks== | ||
{{BLASTR-Move | |||
|image=BLASTR_Noko_5E.png | |||
|name=Anti-Air Attack | |||
|input=5E | |||
|data= | |||
{{BLASTR-Data | |||
|damage=800 | |||
|cancel= | |||
|guard=M | |||
|startup=11 | |||
|active= | |||
|recovery= | |||
|blockAdv=-4 | |||
|hitAdv=0 | |||
|hitbox= | |||
|description=Noko doesn't have any other consistent anti airs, so 5E is always your best bet. This move actually has a really good vertical hitbox, but fails to reach opponents who are further away from you. By spending a meter to combo from this anti air, you can get huge damage, even midscreen. | |||
}} | |||
}} | |||
{{BLASTR-Move | |||
|image=BLASTR_Noko_6E.png | |||
|name=Overhead Attack | |||
|input=6E | |||
|data= | |||
{{BLASTR-Data | |||
|damage=800 | |||
|cancel= | |||
|guard=H | |||
|startup=21 | |||
|active= | |||
|recovery= | |||
|blockAdv=-9 | |||
|hitAdv=1 | |||
|hitbox= | |||
|description=Although Noko's primary overhead is j.2SE, 6E isn't as punishable and can combo into 5L on counter hit, making it a safer but also less rewarding option. | |||
}} | |||
}} | |||
{{BLASTR-Move | |||
|image=BLASTR_Noko_4E.png | |||
|name=Knock Back | |||
|input=4E | |||
|data= | |||
{{BLASTR-Data | |||
|damage=1200 | |||
|cancel= | |||
|guard=M | |||
|startup=16 | |||
|active= | |||
|recovery= | |||
|blockAdv=-8 | |||
|hitAdv= | |||
|hitbox= | |||
|description=Since Noko can combo from 6[H] regardless of screen position or meter, 4E is an amazing punish no matter what situation you're in. It's also pretty useful as a combo ender, and you can even get a safejump from it. | |||
}} | |||
}} | |||
{{BLASTR-Move | |||
|image=BLASTR_Noko_2E.png | |||
|name=Low Attack | |||
|input=2E | |||
|data= | |||
{{BLASTR-Data | |||
|damage=800 | |||
|cancel= | |||
|guard=L | |||
|startup=9 | |||
|active= | |||
|recovery= | |||
|blockAdv=-6 | |||
|hitAdv= | |||
|hitbox= | |||
|description=Noko already has a strong low option (2L) and can easily score knockdowns from her LLL autocombo, so this move doesn't really have much of a purpose. In certain situations, however, it can be used as a punish tool when 4E isn't fast enough. | |||
}} | |||
}} | |||
{{BLASTR-Move | |||
|image=BLASTR_Noko_3E.png | |||
|name=Down Attack | |||
|input=3E | |||
|data= | |||
{{BLASTR-Data | |||
|damage=1500 | |||
|cancel= | |||
|guard=OTG | |||
|startup=12 | |||
|active= | |||
|recovery= | |||
|blockAdv= | |||
|hitAdv= | |||
|hitbox= | |||
|description=Noko can easily condition the opponent into doing delayed wakeups by using her j.2SE as oki. Similarly, if the opponent keeps doing delayed wakeups, punishing with 3E will force them to do normal wakeups more often, allowing Noko to harass with her deadly instant overhead without having to worry about wasting meter. She has no way to capitalize on a successful 3E without burning meter, but since she builds meter rather quickly this shouldn't be a problem. | |||
}} | |||
}} | |||
{{BLASTR-Move | |||
|image=BLASTR_Noko_j.E.png | |||
|name=Knock Back | |||
|input=j.E | |||
|data= | |||
{{BLASTR-Data | |||
|damage=1200 | |||
|cancel= | |||
|guard=H | |||
|startup=17 | |||
|active= | |||
|recovery= | |||
|blockAdv=7 | |||
|hitAdv= | |||
|hitbox= | |||
|description=It's got a good hitbox, but not as potent of a jump in as j.2H. However, it's phenomenal as a safe jump, especially in the corner, where it's easy for her to capitalize off a j.E hit. | |||
}} | |||
}} | |||
==Skills== | ==Skills== | ||
{{BLASTR-Move | |||
|image=BLASTR_Noko_5S.png | |||
|name=Pile Combination | |||
|input=5S/HS/SE x3 | |||
|caption=Definitely Not A Rekka | |||
|data= | |||
{{BLASTR-Data | |||
|version=Light | |||
|damage=400, 500, 900; All Hits-1430 | |||
|cancel= | |||
|guard=M | |||
|startup=16 | |||
|active= | |||
|recovery= | |||
|blockAdv=-2, -7, -13 | |||
|hitAdv=1, -2, 2 | |||
|hitbox= | |||
|description=First hit is -2 on block so its safe, but the rest of the hits are very punishable. Good for pressuring the opponent. | |||
}} | |||
{{BLASTR-Data | |||
|version=Heavy | |||
|damage=800, 500, 900; All Hits-1830 | |||
|cancel= | |||
|guard=M | |||
|startup= | |||
|active= | |||
|recovery= | |||
|blockAdv=-6, -7, -13 | |||
|hitAdv=-3, -2, 2 | |||
|hitbox= | |||
|description=Travels farther and does more damage, but all hits are unsafe if blocked. | |||
}} | |||
{{BLASTR-Data | |||
|version=EX | |||
|damage=1900 | |||
|cancel= | |||
|guard=M | |||
|startup=9 | |||
|active= | |||
|recovery= | |||
|blockAdv=-8 | |||
|hitAdv=4 | |||
|hitbox= | |||
|description= Leaves you +4 on hit, so a great pressure tool to use on the offense, but costs 1/2 a bar and unsafe if blocked. | |||
}} | |||
}} | |||
{{BLASTR-Move | |||
|image=BLASTR_Noko_6S.png | |||
|name=Pile Drive | |||
|input=6S/HS/SE | |||
|caption= | |||
|data= | |||
{{BLASTR-Data | |||
|version=Light | |||
|damage=1000 | |||
|cancel= | |||
|guard=M | |||
|startup=10 | |||
|active= | |||
|recovery= | |||
|blockAdv=-4 | |||
|hitAdv=0 | |||
|hitbox= | |||
|description=Fast attack to keep the opponent pressured and useful for corner juggles. Noko is left in a good position on hit and block. | |||
}} | |||
{{BLASTR-Data | |||
|version=Heavy | |||
|damage=1600 | |||
|cancel= | |||
|guard=M | |||
|startup=20 | |||
|active= | |||
|recovery= | |||
|blockAdv=-2 | |||
|hitAdv=Knockdown | |||
|hitbox= | |||
|description=Has a bit of start up but travels far and knocks down. Even safer on block compared to 6S and one of Noko's more damaging combo enders. Can only be confirmed off of 6H and 5H if you're ending a juggle. Also sets up into safe jump. | |||
}} | |||
{{BLASTR-Data | |||
|version=EX | |||
|damage=1200 | |||
|cancel= | |||
|guard=M | |||
|startup=9 | |||
|active= | |||
|recovery= | |||
|blockAdv=-15 | |||
|hitAdv=Wallbounce | |||
|hitbox= | |||
|description= Travels fairly far and quick and wall-bounces in the corner. Its invulnerable on frame 5 so it can phase right past any projectile if timed correctly, but You're left in a very bad position if blocked. | |||
}} | |||
}} | |||
{{BLASTR-Move | |||
|image=BLASTR_Noko_4S.png | |||
|name=Fake Smash | |||
|input=4S/HS/SE | |||
|caption="So, this character's like Slayer, right?" | |||
|data= | |||
{{BLASTR-Data | |||
|version=Light | |||
|damage=800 | |||
|cancel= | |||
|guard=M | |||
|startup=21 | |||
|active= | |||
|recovery= | |||
|blockAdv=-4 | |||
|hitAdv=2 | |||
|hitbox= | |||
|description=Noko dashes back instantly and follows up with a quick swipe. Good tool to use to keep the opponent conditioned and can be combo'd off counter hit. Safe on both hit and block. | |||
}} | |||
{{BLASTR-Data | |||
|version=Heavy | |||
|damage=1200 | |||
|cancel= | |||
|guard=M | |||
|startup=30 | |||
|active= | |||
|recovery= | |||
|blockAdv=-10 | |||
|hitAdv=5 | |||
|hitbox= | |||
|description=Has more start up but dashes back even farther. Crumples on counter hit. There is a blind spot right in front of Noko that the opponent can take advantage of by walking/running in front of the attack. Unsafe on block. | |||
}} | |||
{{BLASTR-Data | |||
|version=EX | |||
|damage=1000 | |||
|cancel= | |||
|guard=M | |||
|startup=23 | |||
|active= | |||
|recovery= | |||
|blockAdv=-4 | |||
|hitAdv=6 | |||
|hitbox= | |||
|description= Faster version of 4HS. Can combo off it regularly and crumples on counter hit. Very unsafe on block. | |||
}} | |||
}} | |||
{{BLASTR-Move | |||
|image=BLASTR_Noko_2S.png | |||
|name=Plasma Collider | |||
|input=6S/HS/SE | |||
|caption=Building Meter 101 | |||
|data= | |||
{{BLASTR-Data | |||
|version=Light | |||
|damage=600 | |||
|cancel= | |||
|guard=M | |||
|startup=5 | |||
|active= | |||
|recovery= | |||
|blockAdv=-5 | |||
|hitAdv=-4 | |||
|hitbox= | |||
|description=Noko's fastest attack. Primarily used as a meter building tool but can also be used to stuff the opponent's buttons. Since its -4 on hit, Noko loses her turn and is unsafe if blocked, but is plus on counter hit. | |||
}} | |||
{{BLASTR-Data | |||
|version=Heavy | |||
|damage=800 | |||
|cancel= | |||
|guard=M | |||
|startup=16 | |||
|active= | |||
|recovery= | |||
|blockAdv=-5 | |||
|hitAdv=1 | |||
|hitbox= | |||
|description=Your main juggle tool for both mid-screen and corner combos. | |||
}} | |||
{{BLASTR-Data | |||
|version=EX | |||
|damage=800 | |||
|cancel= | |||
|guard=M | |||
|startup=10 | |||
|active= | |||
|recovery= | |||
|blockAdv=-13 | |||
|hitAdv=Launch | |||
|hitbox= | |||
|description= Invulnerable to lows on start up, so it makes for a decent (but fairly slow) reversal. | |||
}} | |||
}} | |||
{{BLASTR-Move | |||
|image=BLASTR_Noko_j.S.png | |||
|name=Pile Drive (Aerial) | |||
|input=j.S/HS/SE | |||
|caption=Everything you loved about Pile Drive, now in the air! | |||
|data= | |||
{{BLASTR-Data | |||
|version=Light | |||
|damage=800 | |||
|cancel= | |||
|guard=M | |||
|startup=8 | |||
|active= | |||
|recovery= | |||
|blockAdv=-7 | |||
|hitAdv=-1 | |||
|hitbox= | |||
|description=Same as the standing variant, but Noko stops all aerial momentum when using this move and is unsafe on block. | |||
}} | |||
{{BLASTR-Data | |||
|version=Heavy | |||
|damage=1400 | |||
|cancel= | |||
|guard=M | |||
|startup=24 | |||
|active= | |||
|recovery= | |||
|blockAdv=-8 | |||
|hitAdv=Knockdown | |||
|hitbox= | |||
|description=Same as the standing variant, but more unsafe on block. | |||
}} | |||
{{BLASTR-Data | |||
|version=EX | |||
|damage=1000 | |||
|cancel= | |||
|guard=M | |||
|startup=10 | |||
|active= | |||
|recovery= | |||
|blockAdv=-12 | |||
|hitAdv=Wallbounce | |||
|hitbox= | |||
|description= Same as the standing variant minus the projectile invulnerability. Unsafe on block. | |||
}} | |||
}} | |||
{{BLASTR-Move | |||
|image=BLASTR_Noko_j.2S.png | |||
|name=Anti-Air Pile Drive (Aerial) | |||
|input=j.2S/HS/SE | |||
|caption=Use the EX version | |||
|data= | |||
{{BLASTR-Data | |||
|version=Light | |||
|damage=800 | |||
|cancel= | |||
|guard=M | |||
|startup=10 | |||
|active= | |||
|recovery= | |||
|blockAdv=-8 | |||
|hitAdv=-2 | |||
|hitbox= | |||
|description=Pile Driver but angled downwards. Hits overhead. Unsafe on block. | |||
}} | |||
{{BLASTR-Data | |||
|version=Heavy | |||
|damage=1400 | |||
|cancel= | |||
|guard=M | |||
|startup=18 | |||
|active= | |||
|recovery= | |||
|blockAdv=-10 | |||
|hitAdv=Knockdown | |||
|hitbox= | |||
|description=Heavy Pile Driver but angled downwards. Hits overhead. Unsafe on block. | |||
}} | |||
{{BLASTR-Data | |||
|version=EX | |||
|damage=1000 | |||
|cancel= | |||
|guard=M | |||
|startup=12 | |||
|active= | |||
|recovery= | |||
|blockAdv=-14 | |||
|hitAdv=Launch | |||
|hitbox= | |||
|description= Your best tool in your entire kit. An instant overhead that launches and is one of your many gateways into big damage. Condition the opponent to block low with 2L and let this bad boy rip when you see the opportunity. VERY unsafe if blocked. | |||
}} | |||
}} | |||
==Universal Commands== | ==Universal Commands== | ||
{{BLASTR-Move | |||
|image=BLASTR_Noko_Throw.png | |||
|caption= | |||
|name=Throw | |||
|data= | |||
{{BLASTR-Data | |||
|damage=1500 | |||
|cancel= | |||
|guard=UNB | |||
|startup=7 | |||
|active= | |||
|recovery= | |||
|blockAdv=N/A | |||
|hitAdv=Knockdown | |||
|hitbox= | |||
|description= N/A | |||
}} | |||
}} | |||
{{BLASTR-Move | |||
|image=BLASTR_Noko_OS.png | |||
|caption= | |||
|name=Offensive Skill | |||
|data= | |||
{{BLASTR-Data | |||
|damage=1000 | |||
|cancel= | |||
|guard=M | |||
|startup=8 | |||
|active= | |||
|recovery= | |||
|blockAdv=-15 | |||
|hitAdv=+30 | |||
|hitbox= | |||
|description= N/A | |||
}} | |||
}} | |||
{{BLASTR-Move | |||
|image=BLASTR_Noko_OSA.png | |||
|caption= | |||
|name=Offensive skill (Aerial) | |||
|data= | |||
{{BLASTR-Data | |||
|damage=1000 | |||
|cancel= | |||
|guard=M | |||
|startup=6 | |||
|active= | |||
|recovery= | |||
|blockAdv=-20 | |||
|hitAdv=+17 | |||
|hitbox= | |||
|description= N/A | |||
}} | |||
}} | |||
{{BLASTR-Move | |||
|image=BLASTR_Noko_4E.png | |||
|caption= | |||
|name=Defensive Skill | |||
|data= | |||
{{BLASTR-Data | |||
|damage=0 | |||
|cancel= | |||
|guard=M | |||
|startup= | |||
|active= | |||
|recovery= | |||
|blockAdv= | |||
|hitAdv= | |||
|hitbox= | |||
|description= N/A | |||
}} | |||
}} | |||
{{BLASTR-Move | |||
|image=BLASTR_Noko_RA.png | |||
|caption= | |||
|name=Rising Attack | |||
|data= | |||
{{BLASTR-Data | |||
|damage=500 | |||
|cancel= | |||
|guard=M | |||
|startup=10 | |||
|active= | |||
|recovery= | |||
|blockAdv= -17 | |||
|hitAdv= 0 | |||
|hitbox= | |||
|description= N/A | |||
}} | |||
}} | |||
==Ultra Skills== | ==Ultra Skills== | ||
{{BLASTR-Move | |||
|image=BLASTR_Noko_5HSE.png | |||
|name=Plasma Field | |||
|input=5HSE | |||
|caption= | |||
|data= | |||
{{BLASTR-Data | |||
|damage=2400 (3400) | |||
|cancel= | |||
|guard=M | |||
|startup=10 | |||
|active= | |||
|recovery= | |||
|blockAdv=-20 | |||
|hitAdv=Knockdown | |||
|hitbox= | |||
|description=Has fairly quick start up and has a vacuum windbox that pulls the opponent in. Lacks any type of invulnerability so not recommended as a reversal option. Use if you want to net in some extra damage or end a round. Left in a very bad position if blocked. | |||
}} | |||
}} | |||
{{BLASTR-Move | |||
|image=BLASTR_Noko_2HSE.png | |||
|name=Hyper Accelerator | |||
|input=2HSE | |||
|caption=OVERACCEL | |||
|data= | |||
{{BLASTR-Data | |||
|damage=3000 (4500) | |||
|cancel= | |||
|guard=M | |||
|startup=15 | |||
|active= | |||
|recovery= | |||
|blockAdv=-18 | |||
|hitAdv=Knockdown | |||
|hitbox= | |||
|description=One of Noko's better reversal options since its quick and has invulnerability. Does good damage for a super but it swaps sides. Left in a very bad position if blocked or whiffed. | |||
}} | |||
}} | |||
=Strategy= | =Strategy= | ||
Line 36: | Line 861: | ||
=Combos= | =Combos= | ||
[https://docs.google.com/spreadsheets/d/1kA5ir7_cooUTXnybO78wWULxzaCd10RJK6Yvu5YhRv0/edit#gid=0 Optimal Combo Doc (By MrZ5523)] | |||
==Midscreen== | ==Midscreen== |
Latest revision as of 14:08, 2 January 2022
Introduction
Source Game: Umihara Kawase
Story
Yokoyama Noko works for the Time Enforcement Commission as a time cop. Before she could participate in Blade Strangers, she had to escape from PreCrime officers that wanted to arrest her for killing a man 36 hours into the future.
Gameplay
Health: 10,500
Gameplay overview here
Move List
Normal Moves
Light Attack 5L |
---|
Light Attack x2 6L |
---|
Light Attack x3 6L |
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Light Attack - Crouch 2L |
---|
Heavy Attack 5H |
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Down Shoot 6H |
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Broad-Axe Kick 4H |
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Heavy Attack - Crouch 2H |
---|
Clean Sweep 3H |
---|
Light Attack - Air j.L |
---|
Elbow Strike j.8L |
---|
Heavy Attack - Air j.H |
---|
Level Kick j.8H |
---|
Skull Splitter j.2H |
---|
Unique Attacks
Anti-Air Attack 5E |
---|
Overhead Attack 6E |
---|
Knock Back 4E |
---|
Low Attack 2E |
---|
Down Attack 3E |
---|
Knock Back j.E |
---|
Skills
Pile Combination 5S/HS/SE x3 Definitely Not A Rekka |
---|
Pile Drive 6S/HS/SE |
---|
Fake Smash 4S/HS/SE "So, this character's like Slayer, right?" |
---|
Plasma Collider 6S/HS/SE Building Meter 101 |
---|
Pile Drive (Aerial) j.S/HS/SE Everything you loved about Pile Drive, now in the air! |
---|
Anti-Air Pile Drive (Aerial) j.2S/HS/SE Use the EX version |
---|
Universal Commands
Throw |
---|
Offensive Skill |
---|
Offensive skill (Aerial) |
---|
Defensive Skill |
---|
Rising Attack |
---|
Ultra Skills
Plasma Field 5HSE |
---|
Hyper Accelerator 2HSE OVERACCEL |
---|
Strategy
Offense
Defense
Neutral
Combos
Optimal Combo Doc (By MrZ5523)