Blade Strangers/Noko: Difference between revisions
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==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== | ||
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|hitAdv=1, -2, 2 | |hitAdv=1, -2, 2 | ||
|hitbox= | |hitbox= | ||
|description= | |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 | {{BLASTR-Data | ||
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|hitAdv=-3, -2, 2 | |hitAdv=-3, -2, 2 | ||
|hitbox= | |hitbox= | ||
|description= | |description=Travels farther and does more damage, but all hits are unsafe if blocked. | ||
}} | }} | ||
{{BLASTR-Data | {{BLASTR-Data | ||
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|hitAdv=4 | |hitAdv=4 | ||
|hitbox= | |hitbox= | ||
|description= | |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. | ||
}} | }} | ||
}} | }} | ||
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|hitAdv=0 | |hitAdv=0 | ||
|hitbox= | |hitbox= | ||
|description= | |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 | {{BLASTR-Data | ||
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|hitAdv=Knockdown | |hitAdv=Knockdown | ||
|hitbox= | |hitbox= | ||
|description= | |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 | {{BLASTR-Data | ||
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|hitAdv=Wallbounce | |hitAdv=Wallbounce | ||
|hitbox= | |hitbox= | ||
|description= | |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. | ||
}} | }} | ||
}} | }} | ||
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|hitAdv=2 | |hitAdv=2 | ||
|hitbox= | |hitbox= | ||
|description= | |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 | {{BLASTR-Data | ||
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|hitAdv=5 | |hitAdv=5 | ||
|hitbox= | |hitbox= | ||
|description= | |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 | {{BLASTR-Data | ||
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|hitAdv=6 | |hitAdv=6 | ||
|hitbox= | |hitbox= | ||
|description= | |description= Faster version of 4HS. Can combo off it regularly and crumples on counter hit. Very unsafe on block. | ||
}} | }} | ||
}} | }} | ||
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|hitAdv=-4 | |hitAdv=-4 | ||
|hitbox= | |hitbox= | ||
|description= | |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 | {{BLASTR-Data | ||
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|hitAdv=1 | |hitAdv=1 | ||
|hitbox= | |hitbox= | ||
|description= | |description=Your main juggle tool for both mid-screen and corner combos. | ||
}} | }} | ||
{{BLASTR-Data | {{BLASTR-Data | ||
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|hitAdv=Launch | |hitAdv=Launch | ||
|hitbox= | |hitbox= | ||
|description= | |description= Invulnerable to lows on start up, so it makes for a decent (but fairly slow) reversal. | ||
}} | }} | ||
}} | }} | ||
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|hitAdv=-1 | |hitAdv=-1 | ||
|hitbox= | |hitbox= | ||
|description= | |description=Same as the standing variant, but Noko stops all aerial momentum when using this move and is unsafe on block. | ||
}} | }} | ||
{{BLASTR-Data | {{BLASTR-Data | ||
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|hitAdv=Knockdown | |hitAdv=Knockdown | ||
|hitbox= | |hitbox= | ||
|description= | |description=Same as the standing variant, but more unsafe on block. | ||
}} | }} | ||
{{BLASTR-Data | {{BLASTR-Data | ||
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|hitAdv=Wallbounce | |hitAdv=Wallbounce | ||
|hitbox= | |hitbox= | ||
|description= | |description= Same as the standing variant minus the projectile invulnerability. Unsafe on block. | ||
}} | }} | ||
}} | }} | ||
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|hitAdv=-2 | |hitAdv=-2 | ||
|hitbox= | |hitbox= | ||
|description= | |description=Pile Driver but angled downwards. Hits overhead. Unsafe on block. | ||
}} | }} | ||
{{BLASTR-Data | {{BLASTR-Data | ||
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|hitAdv=Knockdown | |hitAdv=Knockdown | ||
|hitbox= | |hitbox= | ||
|description= | |description=Heavy Pile Driver but angled downwards. Hits overhead. Unsafe on block. | ||
}} | }} | ||
{{BLASTR-Data | {{BLASTR-Data | ||
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|hitAdv=Launch | |hitAdv=Launch | ||
|hitbox= | |hitbox= | ||
|description= | |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. | ||
}} | }} | ||
}} | }} | ||
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|hitAdv=Knockdown | |hitAdv=Knockdown | ||
|hitbox= | |hitbox= | ||
|description= | |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. | ||
}} | }} | ||
}} | }} | ||
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|hitAdv=Knockdown | |hitAdv=Knockdown | ||
|hitbox= | |hitbox= | ||
|description= | |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. | ||
}} | }} | ||
}} | }} | ||
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=Combos= | =Combos= | ||
[https:// | [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 |
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Light Attack x2 6L |
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Light Attack x3 6L |
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Light Attack - Crouch 2L |
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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 |
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Clean Sweep 3H |
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Light Attack - Air j.L |
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Elbow Strike j.8L |
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Heavy Attack - Air j.H |
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Level Kick j.8H |
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Skull Splitter j.2H |
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Unique Attacks
Anti-Air Attack 5E |
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Overhead Attack 6E |
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Knock Back 4E |
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Low Attack 2E |
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Down Attack 3E |
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Knock Back j.E |
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Skills
Pile Combination 5S/HS/SE x3 |
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Pile Drive 6S/HS/SE |
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Fake Smash 4S/HS/SE |
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Plasma Collider 6S/HS/SE |
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Pile Drive (Aerial) j.S/HS/SE |
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Anti-Air Pile Drive (Aerial) j.2S/HS/SE |
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Universal Commands
Throw |
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Offensive Skill |
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Offensive skill (Aerial) |
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Defensive Skill |
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Rising Attack |
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Ultra Skills
Plasma Field 5HSE |
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Hyper Accelerator 2HSE |
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Strategy
Offense
Defense
Neutral
Combos
Optimal Combo Doc (By MrZ5523)