Kirby Battle Blitz/Noll: Difference between revisions
Anomaletix (talk | contribs) m (→Specials: edited a bit to change some parts in the uses section) |
Anomaletix (talk | contribs) (→Command List: edited boxes for new patch) |
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|damage = 15 | |damage = 15 | ||
|guard = Mid | |guard = Mid | ||
|cancel = | |cancel = 5AA, 5B, 5C, 214A, 236A, 236C | ||
|invul = | |invul = | ||
|property = | |property = | ||
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|description= 5A followup. | |description= 5A followup. | ||
*Same animation as 4A, but does not groundbounce. | *Same animation as 4A, but does not groundbounce. | ||
* | *Has two hits, both can be cancelled out of with a move. | ||
}} | }} | ||
{{AttackData-KBB | {{AttackData-KBB | ||
|version = | |version = 5AA (2nd hit) | ||
|damage = 20 | |damage = 20 | ||
|guard = Mid | |guard = Mid | ||
Line 103: | Line 103: | ||
|proration = | |proration = | ||
|juggle = | |juggle = | ||
|description= 5AA | |description= Second hit of 5AA. | ||
*Virtually the same animation as 6A. | *Virtually the same animation as 6A. | ||
*Best part of | *Best part of 5AA to start a combo with. | ||
}} | }} | ||
}} | }} | ||
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|juggle = | |juggle = | ||
|description= Noll summons a phantom blade and sends it forwards. | |description= Noll summons a phantom blade and sends it forwards. | ||
* | *Noll's best poke. | ||
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|proration = | |proration = | ||
|juggle = | |juggle = | ||
|description= Noll uses the bottom of his | |description= Noll uses the bottom of his katana to attack the enemy. | ||
}} | }} | ||
}} | }} | ||
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|juggle = | |juggle = | ||
|description= Noll kicks in the air and flips backward. | |description= Noll kicks in the air and flips backward. | ||
}} | }} | ||
}} | }} | ||
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|description= Noll swings his katana in the air. | |description= Noll swings his katana in the air. | ||
*Has great range, covering options like airdash. | *Has great range, covering options like airdash. | ||
* | *The best neutral tool Noll has. | ||
}} | }} | ||
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|juggle = | |juggle = | ||
|description= Noll summons a phantom blade to send the opponent upward. | |description= Noll summons a phantom blade to send the opponent upward. | ||
}} | }} | ||
}} | }} | ||
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|juggle = | |juggle = | ||
|description= Noll summons a phantom blade to send the opponent backwards. | |description= Noll summons a phantom blade to send the opponent backwards. | ||
}} | }} | ||
}} | }} | ||
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|juggle = | |juggle = | ||
|description= Noll summons a phantom blade from above and sends it downward. | |description= Noll summons a phantom blade from above and sends it downward. | ||
}} | }} | ||
}} | }} | ||
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|description= Noll uses the hilt of his katana to attack the opponent. | |description= Noll uses the hilt of his katana to attack the opponent. | ||
*Somewhat deceptive range. | *Somewhat deceptive range. | ||
}} | }} | ||
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|juggle = | |juggle = | ||
|description= Noll winds up and lunges in to grab the opponent. | |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 | *Noll's grab is fairly quick and has a good range, along with allowing you to combo after it with j.C. | ||
}} | }} | ||
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|juggle = | |juggle = | ||
|description= Noll slashes with his katana 3 times and knocks the opponent away from him. | |description= Noll slashes with his katana 3 times and knocks the opponent away from him. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-KBB | {{AttackData-KBB | ||
|version = | |version = | ||
|damage = | |damage = See Below | ||
|guard = Unblockable | |guard = Unblockable | ||
|cancel = | |cancel = | ||
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|juggle = | |juggle = | ||
|description= Noll waits for a bit before slashing extremely hard, stunning the enemy for a short amount of time. | |description= Noll waits for a bit before slashing extremely hard, stunning the enemy for a short amount of time. | ||
* | *The damage of this super depends on how much proration a current combo has, dealing more damage as proration gets lower. | ||
* | *Raises your proration by a fair amount, allowing for more damage in that combo. | ||
*Holding the input delays it, allowing for baits. | |||
}} | }} | ||
}} | }} | ||
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{{AttackData-KBB | {{AttackData-KBB | ||
|version = | |version = | ||
|damage = | |damage = 220 | ||
|guard = Unblockable | |guard = Unblockable | ||
|cancel = | |cancel = | ||
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|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. | |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. | *A counter that lets you combo after it. | ||
}} | }} | ||
}} | }} |
Revision as of 00:54, 13 January 2022
Noll | |
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Owned by: | DestructionSeries |
Playstyle: | Mid-Long Range Footsies/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 and setups to always keep the opponent on their toes.
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/Combo Filler
- 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
- 5BB > 4A > j.AA > j.BB > j.AA > jump > j.AA > j.BB > j.C link to demonstration
Less conventional but more damaging version of the above BNB. A lot tighter than above combo.
Combos
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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