Kirby Battle Blitz/Noll: Difference between revisions

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{| class="wikitable" style="float:right; max-width:300px; margin-left:20px;"
{{WIP}}
|+
{{#vardefine:cargoTable|KBB_MoveData}}
[[]]
{{KBB Character Intro|char=Noll|short=NOL|content=
|-
!colspan="2"|Noll
|-
|'''Owned by''':
|[https://www.youtube.com/user/DestructionSeries 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==
==Backstory==
PLACEHOLDER
Noll is a researcher that is obsessed with making the world a better place. Though he attempted to be a hero in his own right, there was only so much his inventions and gadgets could do. After [REDACTED], his methods of protecting the world became extreme and irrational. Thinking that everything can be an asset to help protect the world, his research lead him to Nightmare Soul, which he acquired and through experimentation, split into four, thinking it would be easier to control. The experiment proved to be disastrous, costing his best friend his body. Now he devotes his efforts to control the results of his experiment and restore his friend's body.
 
With his floating, sentient blades housing the soul of his best friend, and brandishing a katana, he will slice, dice, and forcefully carve a world of peace and tranquility. He hopes to achieve his goals before he loses control to [REDACTED].
 
==Gameplay==
==Gameplay==
Noll is a setplay/rushdown oriented character that relies on his range to gain momentum in a match.
Noll has two things in mind when fighting you: Using swords and using even more swords. Noll has access to some of the best neutral buttons this game has to offer, the shining star of them being 5B, which allows him to convert from extremely long ranges into full combos. Along with this, his main setplay tool, j.C, is extremely useful (giving a great knockdown on hit), which gives him access to strong okizeme due to the extremely active hitbox on j.CC along with teleport potentially letting him get strong mix as well.
 
However, Noll struggles a ton with defense, especially when he's being pressured without having his setplay up. His fastest option without using bar/2C is a 5 frame 6A with poor vertical reach, meaning that some characters can absolutely body Noll and punish his DP and counter supers very easily. Being reckless in neutral can easily get you in the corner and mixed to oblivion, leading to your doom.
 
If you want a character with great neutral, setplay and THREE big swords, this character is for you.
<!--Insert character overview: archetype, strengths, weaknesses, etc.-->
<!--Insert character overview: archetype, strengths, weaknesses, etc.-->
{{ProConTable
{{CharacterPickReasons
|tablewidth = 90
|intro = [[file:KBB_Noll_Icon.png|40px|link=]] '''Noll''' is a character that relies on his great range with normals and setplay to always keep the opponent on their toes. (placeholder!)
|pros=
|pros=
*'''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.
*'''An amazing pressure game.''' With tools like j.C and 5BB, Noll can keep someone locked in a string for a VERY long time. Even at a long distance, Noll can lock someone down with 5BB.
*'''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.
*'''Having one of the best fatals in the game.''' Noll's 6a is as fast as a jab and fatals nearly beating every round start option besides backdash or counter.
*'''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.
*'''Godlike pokes.''' 5a, 6a and 4a are very strong pokes on block and both can lead to a 5bb lockdown string.
*'''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.
*'''Versatility.''' In neutral Noll has a lot of options which gives you a lot of freedom on what can you do and be unpredictable.
*'''Very good oki.''' Noll's oki is very strong because he can beat out wakeup counter with j.cc and a 6a fatal, on top of this if they block you can mix someone up very hard.
|cons=
|cons=
*'''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.
*'''Being extremely quick to burn meter.''' Noll's most useful tools take up lots of meter overtime, making many combos leaving Noll at a meter deficit.
*'''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.  
*'''Having many negative on block moves.''' Noll's only plus moves are 2a and j.a on block leading to very limited options on block sometimes.
*'''Having an unsafe DP.''' Noll's DP is very negative on block while lots of DP's are safe on block.
*'''Awful defense without setplay.''' If you get sent into the corner without having a j.C up, Noll doesn't have a lot of great options for escaping.
}}
}}
}}
===Stats===
{| class="wikitable"
|-
! Life !! Meter !! Prejump !! Walk Speed !! Run Speed !! Owned by
|-
| 1000 || 3000 || 4 || 1.8 / -1.5 || 5 || [https://www.youtube.com/@DestructionSeries DestructionSeries]
|}


==Command List==
==Command List==
Line 63: Line 64:
   |cost      =  
   |cost      =  
<!------------>
<!------------>
   |startup    =  
   |startup    = 7
   |active    =  
   |active    = 6
   |recovery  =  
   |recovery  = 7
   |advantage  =  
   |advantage  = 0 on hit / -1 on block
   |proration  =  
   |proration  = 5
   |juggle    =  
   |juggle    = 2
   |description= Noll kicks the enemy.
   |description= Noll kicks the enemy.
*Decent poke, but lacks range.
*Decent poke, but lacks range.
Line 76: Line 77:
   |damage    = 15
   |damage    = 15
   |guard      = Mid
   |guard      = Mid
   |cancel    = 5AAA, 5B, 5C, 214A, 236A, 236C
   |cancel    = 5AA, 5B, 5C, 214A, 236A, 236C
   |invul      =  
   |invul      =  
   |property  =  
   |property  =  
   |cost      =  
   |cost      =  
<!------------>
<!------------>
   |startup    =  
   |startup    = 10
   |active    =  
   |active    = 2
   |recovery  =  
   |recovery  = -
   |advantage  =  
   |advantage  = 0 on hit / -6 on block
   |proration  =
   |proration  = 0
   |juggle    =  
   |juggle    = 1
   |description= 5A followup.
   |description= 5A followup.
*Same animation as 4A, but does not groundbounce.
*Same animation as 4A, but does not groundbounce.
*Cancellable.
*Has two hits, both can be cancelled out of with a move.
  }}
  }}
{{AttackData-KBB
{{AttackData-KBB
   |version    = 5AAA
   |version    = 5AA (2nd hit)
   |damage    = 20
   |damage    = 20
   |guard      = Mid
   |guard      = Mid
Line 100: Line 101:
   |cost      =  
   |cost      =  
<!------------>
<!------------>
   |startup    =  
   |startup    = -
   |active    =
   |active    = 2
   |recovery  =  
   |recovery  = 12
   |advantage  =  
   |advantage  = +1 on hit / -4 on block
   |proration  =
   |proration  = 0
   |juggle    =  
   |juggle    = 0
   |description= 5AA followup.
   |description= Second hit of 5AA.
*Virtually the same animation as 6A.  
*Virtually the same animation as 6A.  
*Best part of 5AAA to start a combo with.
*Best part of 5AA to start a combo with.
}}
}}
}}
}}
Line 137: Line 138:
   |cost      =
   |cost      =
<!------------>
<!------------>
   |startup    =  
   |startup    = 14
   |active    =  
   |active    = 12
   |recovery  =  
   |recovery  = 17
   |advantage  =  
   |advantage  = +2 to -4 on hit / -2 to -9 on block
   |proration  =
   |proration  = 8
   |juggle    =  
   |juggle    = 2
   |description= Noll summons a phantom blade and sends it forwards.
   |description= Noll summons a phantom blade and sends it forwards.
*One of Noll's, if not BEST poke.
*Noll's best poke.




Line 157: Line 158:
   |cost      =  
   |cost      =  
<!------------>
<!------------>
   |startup    =  
   |startup    = 12
   |active    =  
   |active    = 31
   |recovery  =  
   |recovery  = 14
   |advantage  =  
   |advantage  = +34 on hit / -4 on block
   |proration  =
   |proration  = 5
   |juggle    =  
   |juggle    = 1
   |description= Noll summons three more phantom blades and attacks the enemy with them.
   |description= Noll summons three more phantom blades and attacks the enemy with them.
*One of Noll's better combo starters.
*One of Noll's better combo starters.
Line 190: Line 191:
   |cost      =  
   |cost      =  
<!------------>
<!------------>
   |startup    =  
   |startup    = 5
   |active    =  
   |active    = 2
   |recovery  =  
   |recovery  = 13
   |advantage  =  
   |advantage  = +4 to +5 on hit / -4 on block
   |proration  =
   |proration  = 5
   |juggle    =  
   |juggle    = 2
   |description= Noll uses the bottom of his Katana to attack the enemy.
   |description= Noll uses the bottom of his katana to attack the enemy.
}}
}}
}}
}}
Line 221: Line 222:
   |cost      =  
   |cost      =  
<!------------>
<!------------>
   |startup    =  
   |startup    = 9
   |active    =  
   |active    = 5
   |recovery  =  
   |recovery  = 14
   |advantage    =  
   |advantage    = +26 on hit / -6 on block
   |proration  =  
   |proration  = 10
   |juggle    =  
   |juggle    = 2
   |description= Noll swings his katana downward.
   |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.
*Can be used 2 times in a row. First time will groundbounce, but second time will send the opponent straight to the ground.
Line 255: Line 256:
   |cost      =  
   |cost      =  
<!------------>
<!------------>
   |startup    =  
   |startup    = 5
   |active    =  
   |active    = 8
   |recovery  =  
   |recovery  = 9
   |advantage  =  
   |advantage  = +1 on hit / +9 to -8 on block
   |proration  =
   |proration  = 3
   |juggle    =  
   |juggle    = 1
   |description= Noll kicks in the air.
   |description= Noll kicks in the air.


Line 273: Line 274:
   |cost      =  
   |cost      =  
<!------------>
<!------------>
   |startup    =  
   |startup    = 5
   |active    =  
   |active    = 5
   |recovery  =  
   |recovery  = 15
   |advantage  =  
   |advantage  = +1 on hit / -6 to -7 on block
   |proration  =
   |proration  = 0
   |juggle    =  
   |juggle    = 2
   |description= Noll kicks in the air and flips backward.
   |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.
  }}
  }}
}}
}}
Line 309: Line 309:
   |cost      =
   |cost      =
<!------------>
<!------------>
   |startup    =  
   |startup    = 7
   |active    =  
   |active    = 2
   |recovery  =  
   |recovery  = 16
   |advantage  =  
   |advantage  = +17 to -4 on hit / +9 to -8 on block
   |proration  =
   |proration  = 5
   |juggle    =  
   |juggle    = 3
   |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.
*You can backdash to use j.B as a burst getaway option.
*The best neutral tool Noll has.


}}
}}
  {{AttackData-KBB
  {{AttackData-KBB
   |version    = j.BB
   |version    = j.BB
   |damage    =  
   |damage    = 20
   |guard      = High
   |guard      = High
   |cancel    = j.C, j.236B
   |cancel    = j.C, j.236B
Line 329: Line 329:
   |cost      =  
   |cost      =  
<!------------>
<!------------>
   |startup    =  
   |startup    = 7
   |active    =  
   |active    = 6
   |recovery  =  
   |recovery  = 14
   |advantage  =  
   |advantage  = +42 to +37 on hit / -12 to -5 on block
   |proration  =
   |proration  = 0
   |juggle    =  
   |juggle    = 0
   |description= Noll swings his katana downward in the air.
   |description= Noll swings his katana downward in the air.
*Can combo into 5BB.
  }}
  }}
}}
}}
Line 363: Line 362:
   |cost      =  
   |cost      =  
<!------------>
<!------------>
   |startup    =  
   |startup    = 16
   |active    =  
   |active    = 8
   |recovery  =  
   |recovery  = 17
   |advantage     =  
   |advantage = +35 on hit / -6 on block
   |proration   =  
   |proration = 3
   |juggle    =  
   |juggle    = 2
   |description= Noll summons a phantom blade to send the opponent upward.
   |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.
  }}
  }}
}}
}}
Line 395: Line 393:
   |cost      =  
   |cost      =  
<!------------>
<!------------>
   |startup    =  
   |startup    = 12
   |active    =  
   |active    = 12
   |recovery  =  
   |recovery  = 11
   |advantage    =  
   |advantage    = +49 on hit / -6 on block
   |proration  =  
   |proration  = 4
   |juggle    =  
   |juggle    = 0
   |description= Noll summons a phantom blade to send the opponent backwards.
   |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.
  }}
  }}
}}
}}
Line 429: Line 426:
   |cost      =  
   |cost      =  
<!------------>
<!------------>
   |startup    =  
   |startup    = 9
   |active    =  
   |active    = 9
   |recovery  =  
   |recovery  = 33
   |advantage  =  
   |advantage  = +10 to +4 on hit / +7 on block to +1
   |proration  =
   |proration  = 5
   |juggle    =  
   |juggle    = 2
   |description= Noll summons a phantom blade from above and sends it downward.
   |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.
  }}
  }}
}}
}}
Line 462: Line 458:
   |cost      =  
   |cost      =  
<!------------>
<!------------>
   |startup    =  
   |startup    = 5
   |active    =  
   |active    = 7
   |recovery  =  
   |recovery  = 7
   |advantage  =  
   |advantage  = 0 on hit / -1 on block
   |proration  =
   |proration  = 5
   |juggle    =  
   |juggle    = 0
   |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.  
*Some silly usage can come out of it, like in corner being able to do 214A > 2A.


}}
}}
Line 492: Line 487:
   |cost      =  
   |cost      =  
<!------------>
<!------------>
   |startup    =  
   |startup    = 14
   |active    =  
   |active    = 6
   |recovery  =  
   |recovery  = 39
   |advantage  =  
   |advantage  = +17 on hit
   |proration  =
   |proration  = 0
   |juggle    =  
   |juggle    = 5
   |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 (more in Combos section).
*Noll's grab is fairly quick and has a good range, along with allowing you to combo after it with j.C.


}}
}}
Line 524: Line 519:
   |active    =  
   |active    =  
   |recovery  =  
   |recovery  =  
   |advantage  =  
   |advantage  = -1 on hit
   |proration  =
   |proration  =
   |juggle    =  
   |juggle    =  
Line 532: Line 527:
<br>
<br>


===Specials===
===EX Attacks===
{{MoveData
{{MoveData
|name    = Phantom Spiral
|input  = 5C
|input  = 5C
|image  =
|image  =
Line 549: Line 545:
   |damage    = 45
   |damage    = 45
   |guard      = Mid
   |guard      = Mid
   |cancel    =  
   |cancel    = Jump
   |invul      =  
   |invul      =  
   |property  =
   |property  =
   |cost      =  
   |cost      = 300
<!------------>
<!------------>
   |startup    =  
   |startup    = 13
   |active    =  
   |active    = 35
   |recovery  =  
   |recovery  = 6
   |advantage     =  
   |advantage = +35 on hit / -7 on block
   |proration   =  
   |proration = 5
   |juggle    =  
   |juggle    = 2
   |description= Noll summons a phantom spinner above him and spins it around for a small amount of time.
   |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.
*Mainly used as combo filler.
*Jump cancellable.
  }}
  }}
}}
}}
<br>
<br>
{{MoveData
{{MoveData
|name    = Phantom Stall
|input  = j.C
|input  = j.C
|image  =
|image  =
Line 582: Line 578:
   |damage    = 25
   |damage    = 25
   |guard      = High
   |guard      = High
   |cancel    =  
   |cancel    = j.CC
   |invul      =  
   |invul      =  
   |property  =
   |property  =
   |cost      =  
   |cost      = 300
<!------------>
<!------------>
   |startup    =  
   |startup    = 27
   |active    =  
   |active    = 3
   |recovery  =  
   |recovery  = 10 (29 whiff/blocked)
   |advantage     =  
   |advantage = +25 on hit / -42 to -28 on hit
   |proration   =  
   |proration = 35
   |juggle    =  
   |juggle    = 1
   |description= Noll summons a phantom blade.
   |description= Noll summons a phantom blade.
*One of the most fear-inducing moves in Noll's kit.  
*The phantom blade lasts for 163 frames after summon.
*You can hold left, neutral, or right and be sent in that direction when doing j.C. (j.4C, j.5c, j.6c).  
*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.  
*Tracks opponent from half-screen.  
*Can cancel into j.CC on hit.
*Limit of 1 on screen at all times (unless using glitches)
*Limit of 1 on screen at all times.
  }}
  }}
}}
}}
<br>
<br>
{{MoveData
{{MoveData
|name    = Phantom Blitz
|input  = j.CC
|input  = j.CC
|image  =
|image  =
Line 618: Line 614:
   |damage    = 50
   |damage    = 50
   |guard      = Mid
   |guard      = Mid
   |cancel    =  
   |cancel    = 2C
   |invul      =  
   |invul      =  
   |property  =
   |property  =
   |cost      =  
   |cost      = 200
<!------------>
<!------------>
   |startup    =  
   |startup    = 15
   |active    =  
   |active    = 23
   |recovery  =  
   |recovery  = 4
   |advantage     =  
   |advantage = +8 on hit / +8 on block
   |proration   =  
   |proration = 0
   |juggle    =  
   |juggle    = 1
   |description= Noll turns his phantom sword into a spinner, moving for a bit before dissapearing.
   |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.
*Noll's main okizeme tool.  
*EXTREMELY useful if used right.
  }}
  }}
}}
}}
<br>
<br>
{{MoveData
{{MoveData
|name    = Phantom Switch
|input  = 2C
|input  = 2C
|image  =
|image  =
Line 654: Line 650:
   |invul      =  
   |invul      =  
   |property  =
   |property  =
   |cost      =  
   |cost      = 200
<!------------>
<!------------>
   |startup    =  
   |startup    = 4
   |active    =  
   |active    = -
   |recovery  =  
   |recovery  = 1
   |advantage     =  
   |advantage = -
   |proration   =  
   |proration = 0
   |juggle    =  
   |juggle    = 1
   |description= Noll teleports to his phantom blade, swapping places with it,
   |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.
*Only usable if j.C is out on the field.
*Only usable if a j.C is out on the field.
*In some scenarios (ex: j.CC is active) and you use the move, it hits the opponent and deals 25 damage. If you are close enough, it groundbounces as well.
  }}
  }}
}}
}}
<br>
<br>


===Supers===
===Star Strikes===


{{MoveData
{{MoveData
|name    = Triple Slash
|input  = 236A
|input  = 236A
|image  =
|image  =
Line 687: Line 684:
   |damage    = 150
   |damage    = 150
   |guard      = Mid
   |guard      = Mid
   |cancel    =  
   |cancel    = 2C
   |invul      =  
   |invul      =  
   |property  =
   |property  =
   |cost      =  
   |cost      = 1000
<!------------>
<!------------>
   |startup    =  
   |startup    = 8
   |active    =  
   |active    = 23
   |recovery  =  
   |recovery  = 20
   |advantage     =  
   |advantage = +27 on hit / -11 to -7 on block
   |proration   =  
   |proration = 0
   |juggle    =  
   |juggle    = 0
   |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.  
*If you have j.C set up, you have the ability to teleport to or activate j.C after 236A ends.
  }}
  }}
}}
}}
<br>
<br>
{{MoveData
{{MoveData
|name    = "Rapid Cutter"
|input  = 214A
|input  = 214A
|image  =
|image  =
Line 719: Line 716:
   |damage    = 185
   |damage    = 185
   |guard      = Mid
   |guard      = Mid
   |cancel    =  
   |cancel    = j.236B
   |invul      =  
   |invul      =  
   |property  =
   |property  =
   |cost      =  
   |cost      = 1000
<!------------>
<!------------>
   |startup    =  
   |startup    = 6
   |active    =  
   |active    = 9
   |recovery  =  
   |recovery  = -
   |advantage     =  
   |advantage = +31 on hit / -29 to -47 on block
   |proration   =  
   |proration = 15
   |juggle    =  
   |juggle    = 0
   |description= Noll rises upward as he slashes many times around him.
   |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.  
*After 8 hits, Noll will use j.C and able to move around like normal j.C
*If you already have a j.C setup when you do 214A, it will activate after the super ends.
*If you already have a j.C setup when you do 214A, it will activate after the super ends.
*Fully invulnerable on startup.
*Fully invulnerable on startup.
*If you cannot do 8 hits during 214A, Noll will enter a recovery state that lasts 24 frames.
  }}
  }}
}}
}}
<br>
<br>
{{MoveData
{{MoveData
|name    = Spinner Cutters
|input  = j.236B
|input  = j.236B
|image  =
|image  =
Line 756: Line 755:
   |invul      =  
   |invul      =  
   |property  =
   |property  =
   |cost      =  
   |cost      = 1000
<!------------>
<!------------>
   |startup    =  
   |startup    = 3
   |active    =  
   |active    = Varies
   |recovery  =  
   |recovery  = 13
   |advantage     =  
   |advantage = +35 on hit / -8 on block
   |proration   =  
   |proration = 15
   |juggle    =  
   |juggle    = 0
   |description= Noll spins around rapidly with his phantom blades as he rises up and down.
   |description= Noll spins around rapidly with his phantom blades as he rises up and down.
*Can catch opponents on the way up/down.
*Can catch opponents on the way up/down.
Line 772: Line 771:
<br>
<br>
{{MoveData
{{MoveData
|name    = Sleeper Move
|input  = 214B
|input  = 214B
|image  =
|image  =
Line 785: Line 785:
  {{AttackData-KBB
  {{AttackData-KBB
   |version    =
   |version    =
   |damage    = -
   |damage    = See Below
   |guard      = Unblockable
   |guard      = Unblockable
   |cancel    =  
   |cancel    =  
   |invul      =  
   |invul      =  
   |property  =
   |property  =
   |cost      =  
   |cost      = 1000
<!------------>
<!------------>
   |startup    =  
   |startup    = 27
   |active    =  
   |active    = 2
   |recovery  =  
   |recovery  = 29
   |advantage     =  
   |advantage = -
   |proration   =  
   |proration = See Below
   |juggle    =  
   |juggle    = 0
   |description= Noll waits for a bit before slashing 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.
*Very unsafe, as there is a small gap for the opponent to react to the super with a button/move away.  
Noll's damage output goes through two formulas, one for deciding the proration after the move hits and one for deciding the damage. Let's take a proration point amount like 50 and run with it.
 
The first formula it goes through is var(11)/2, var(11) being the amount of proration points you have right now. You take 50 and divide it by two, giving you 25.
 
The second formula it goes through is var(11)*3, which takes the proration and multiplies it by 3. 25*3 is 75, making your damage 75.
 
 
*Can have the B button held down to delay the move.
  }}
  }}
}}
}}
<br>
<br>
{{MoveData
{{MoveData
|name    = Counter Cutter
|input  = 236C
|input  = 236C
|image  =
|image  =
Line 817: Line 825:
  {{AttackData-KBB
  {{AttackData-KBB
   |version    =
   |version    =
   |damage    = 350
   |damage    = 220
   |guard      = Unblockable
   |guard      = Unblockable
   |cancel    =  
   |cancel    =  
   |invul      =  
   |invul      =  
   |property  =
   |property  =
   |cost      =  
   |cost      = 2000
<!------------>
<!------------>
   |startup    =  
   |startup    = 11
   |active    =  
   |active    = 25
   |recovery  =  
   |recovery  = 18 on whiff / 44 on hit
   |advantage     =  
   |advantage = +70 on hit / +8 on block
   |proration   =  
   |proration = 5
   |juggle    =  
   |juggle    = 0
   |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.  
*One of the most powerful combo starters due to how much damage it does.
*In some cases, the counter will miss the first hit, dealing chip damage to the opponent on block or just missing entirely.
*Just don't whiff it, or you will most likely eat tons of damage.
  }}
  }}
}}
}}


==Combos==
<!--Put the character's essential BNBs (Simple or a little difficult + Optimal combos here, with explanations to each.)-->
Do note: All of the combos listed aren't the only combos doable with Noll. Try and get creative!
===Loops===
*5BB > 4B (395 damage) [https://youtu.be/9zEYnEGlIVs link to demonstration]
*6A > 6B (325 damage) [https://youtu.be/7ntr4Zxr9Jw 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) [https://youtu.be/Tar0bgg-9-U link to demonstration]
==Cancel Table==
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.
{| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;"
|+ Cancel Table
|-
!  !! A !! B !! C !! Star Strike !! Unique
|-
! PLACEHOLDER
| - || - || - || - || -
|-
! PLACEHOLDER
| - || - || - || - || -
|-
! PLACEHOLDER
| - || - || - || - || -
|}


===BnBs===
'''X''': On Contact
Various Starters
*5BB > jump > j.AA > jump > j.AA > j.BB > j.C (173 damage) [https://youtu.be/XY2n7d3ZEIc 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:
<br>
<br>
[https://youtu.be/29vFB8KPB04 4a demonstration]
 
{{clr|2|'''X<sup>[+]</sup>''': Available on Whiff}}
<br>
<br>
[https://youtu.be/APjnF1llL1E 6a demonstration]
 
{{clr|3|'''X<sup>[-]</sup>''': On Hit only}}
<br>
<br>
[https://youtu.be/CBLjxEFO2h4 5a/5aa/5aaa demonstration]
 
{{clr|4|'''X<sup>[/]</sup>''': On Block only}}
<br>
<br>
[https://youtu.be/wI7uFEdjQo4 2a demonstration]


*5BB > 4A > j.AA > j.BB > j.AA > jump > j.AA > j.BB > j.C [https://youtu.be/7HFDpp43IaA link to demonstration]
<!-- :'''X''' = X is available on hit or block
Less conventional but more damaging version of the above BNB. A lot tighter than above combo.
:<span style="color:red">'''X<sup>[-]</sup>''' = X is available only on hit</span>
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on whiff</span>
:<span style="color:brown">'''X<sup>[#~#]</sup>''' = X is available between # hit and # hit (for multi-hit moves)</span>  -->
 
 
==Combos==
<!--Put the character's essential BNBs (Simple or a little difficult + Optimal combos here, with explanations to each.)-->
Do note: All of the combos listed aren't the only combos doable with Noll. Try and get creative!
 
===0 Bars===
5b(x6) 5c j.a j.bb j.4c(or j.2c) 5b(x6) charge
 
===1 Bar===
 


===2 Bars===


===Combos===


Grab Starter (with j.C setup)
===3 Bars===
*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) [https://youtu.be/eyrd_ipsGvM 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==
==Roadmap==

Latest revision as of 20:55, 24 March 2023

Backstory

Noll is a researcher that is obsessed with making the world a better place. Though he attempted to be a hero in his own right, there was only so much his inventions and gadgets could do. After [REDACTED], his methods of protecting the world became extreme and irrational. Thinking that everything can be an asset to help protect the world, his research lead him to Nightmare Soul, which he acquired and through experimentation, split into four, thinking it would be easier to control. The experiment proved to be disastrous, costing his best friend his body. Now he devotes his efforts to control the results of his experiment and restore his friend's body.

With his floating, sentient blades housing the soul of his best friend, and brandishing a katana, he will slice, dice, and forcefully carve a world of peace and tranquility. He hopes to achieve his goals before he loses control to [REDACTED].

Gameplay

Noll has two things in mind when fighting you: Using swords and using even more swords. Noll has access to some of the best neutral buttons this game has to offer, the shining star of them being 5B, which allows him to convert from extremely long ranges into full combos. Along with this, his main setplay tool, j.C, is extremely useful (giving a great knockdown on hit), which gives him access to strong okizeme due to the extremely active hitbox on j.CC along with teleport potentially letting him get strong mix as well.

However, Noll struggles a ton with defense, especially when he's being pressured without having his setplay up. His fastest option without using bar/2C is a 5 frame 6A with poor vertical reach, meaning that some characters can absolutely body Noll and punish his DP and counter supers very easily. Being reckless in neutral can easily get you in the corner and mixed to oblivion, leading to your doom.

If you want a character with great neutral, setplay and THREE big swords, this character is for you.

Playstyle
KBB Noll Icon.png Noll is a character that relies on his great range with normals and setplay to always keep the opponent on their toes. (placeholder!)
Pick if you like Avoid if you dislike
  • An amazing pressure game. With tools like j.C and 5BB, Noll can keep someone locked in a string for a VERY long time. Even at a long distance, Noll can lock someone down with 5BB.
  • Having one of the best fatals in the game. Noll's 6a is as fast as a jab and fatals nearly beating every round start option besides backdash or counter.
  • Godlike pokes. 5a, 6a and 4a are very strong pokes on block and both can lead to a 5bb lockdown string.
  • Versatility. In neutral Noll has a lot of options which gives you a lot of freedom on what can you do and be unpredictable.
  • Very good oki. Noll's oki is very strong because he can beat out wakeup counter with j.cc and a 6a fatal, on top of this if they block you can mix someone up very hard.
  • Being extremely quick to burn meter. Noll's most useful tools take up lots of meter overtime, making many combos leaving Noll at a meter deficit.
  • Having many negative on block moves. Noll's only plus moves are 2a and j.a on block leading to very limited options on block sometimes.
  • Having an unsafe DP. Noll's DP is very negative on block while lots of DP's are safe on block.
  • Awful defense without setplay. If you get sent into the corner without having a j.C up, Noll doesn't have a lot of great options for escaping.

Stats

Life Meter Prejump Walk Speed Run Speed Owned by
1000 3000 4 1.8 / -1.5 5 DestructionSeries

Command List

Normal Moves

5A
5A
5A
5AA
5AA
5AAA
5AAA
5A Damage Guard Cancel Invul Property Cost
10 Mid 5AA, 2A, 4A, 5B, 5C, 214A, 236A, 236C - - -
Startup Active Recovery Advantage Proration Juggle
7 6 7 0 on hit / -1 on block 5 2

Noll kicks the enemy.

  • Decent poke, but lacks range.
5AA Damage Guard Cancel Invul Property Cost
15 Mid 5AA, 5B, 5C, 214A, 236A, 236C - - -
Startup Active Recovery Advantage Proration Juggle
10 2 - 0 on hit / -6 on block 0 1

5A followup.

  • Same animation as 4A, but does not groundbounce.
  • Has two hits, both can be cancelled out of with a move.
5AA (2nd hit) Damage Guard Cancel Invul Property Cost
20 Mid 5B, 5C, 236A, 214A, 236C - - -
Startup Active Recovery Advantage Proration Juggle
- 2 12 +1 on hit / -4 on block 0 0

Second hit of 5AA.

  • Virtually the same animation as 6A.
  • Best part of 5AA to start a combo with.


5B
5B
5BB
5B Damage Guard Cancel Invul Property Cost
25 Mid 5BB, 236A, 214A, 236C - - -
Startup Active Recovery Advantage Proration Juggle
14 12 17 +2 to -4 on hit / -2 to -9 on block 8 2

Noll summons a phantom blade and sends it forwards.

  • Noll's best poke.
5BB Damage Guard Cancel Invul Property Cost
14*3 Mid Jump (hits 1-2), 5C, 236A, 214A, 236C - - -
Startup Active Recovery Advantage Proration Juggle
12 31 14 +34 on hit / -4 on block 5 1

Noll summons three more phantom blades and attacks the enemy with them.

  • One of Noll's better combo starters.


6A
Damage Guard Cancel Invul Property Cost
35 Mid 5C, 236A, 214A, 236C - Stuns on counterhit. -
Startup Active Recovery Advantage Proration Juggle
5 2 13 +4 to +5 on hit / -4 on block 5 2

Noll uses the bottom of his katana to attack the enemy.


4A
Damage Guard Cancel Invul Property Cost
25 Mid 236A, 214A, 236C - Groundbounce -
Startup Active Recovery Advantage Proration Juggle
9 5 14 +26 on hit / -6 on block 10 2

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.


j.A
j.A
j.AA
j.A Damage Guard Cancel Invul Property Cost
15 High Jump, j.AA, j.B, j.C, j.236B - - -
Startup Active Recovery Advantage Proration Juggle
5 8 9 +1 on hit / +9 to -8 on block 3 1

Noll kicks in the air.

j.AA Damage Guard Cancel Invul Property Cost
15 High Jump, j.B, j.C, j.236B - - -
Startup Active Recovery Advantage Proration Juggle
5 5 15 +1 on hit / -6 to -7 on block 0 2

Noll kicks in the air and flips backward.


j.B
j.B
j.BB
j.B Damage Guard Cancel Invul Property Cost
20 High j.BB, j.236B - - -
Startup Active Recovery Advantage Proration Juggle
7 2 16 +17 to -4 on hit / +9 to -8 on block 5 3

Noll swings his katana in the air.

  • Has great range, covering options like airdash.
  • The best neutral tool Noll has.
j.BB Damage Guard Cancel Invul Property Cost
20 High j.C, j.236B - Groundbounce -
Startup Active Recovery Advantage Proration Juggle
7 6 14 +42 to +37 on hit / -12 to -5 on block 0 0

Noll swings his katana downward in the air.


Followups

move > 4B
Damage Guard Cancel Invul Property Cost
35 Mid - - - -
Startup Active Recovery Advantage Proration Juggle
16 8 17 +35 on hit / -6 on block 3 2

Noll summons a phantom blade to send the opponent upward.


move > 6B
Damage Guard Cancel Invul Property Cost
25 Mid - - - -
Startup Active Recovery Advantage Proration Juggle
12 12 11 +49 on hit / -6 on block 4 0

Noll summons a phantom blade to send the opponent backwards.


Universal Mechanics

Overhead
2B
Damage Guard Cancel Invul Property Cost
10 High 4B, 5B - - -
Startup Active Recovery Advantage Proration Juggle
9 9 33 +10 to +4 on hit / +7 on block to +1 5 2

Noll summons a phantom blade from above and sends it downward.


Low Attack
2A
Damage Guard Cancel Invul Property Cost
20 Low 5AA, 5B, 6A, 236A, 236B, 236C - - -
Startup Active Recovery Advantage Proration Juggle
5 7 7 0 on hit / -1 on block 5 0

Noll uses the hilt of his katana to attack the opponent.

  • Somewhat deceptive range.


Throw
Damage Guard Cancel Invul Property Cost
100 Unblockable Throw - - -
Startup Active Recovery Advantage Proration Juggle
14 6 39 +17 on hit 0 5

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 with j.C.


Counter
Damage Guard Cancel Invul Property Cost
15 Unblockable - - Counter -
Startup Active Recovery Advantage Proration Juggle
- - - -1 on hit - -

Just a plain counter.


EX Attacks

Phantom Spiral
5C
Damage Guard Cancel Invul Property Cost
45 Mid Jump - - 300
Startup Active Recovery Advantage Proration Juggle
13 35 6 +35 on hit / -7 on block 5 2

Noll summons a phantom spinner above him and spins it around for a small amount of time.

  • Mainly used as combo filler.


Phantom Stall
j.C
Damage Guard Cancel Invul Property Cost
25 High j.CC - - 300
Startup Active Recovery Advantage Proration Juggle
27 3 10 (29 whiff/blocked) +25 on hit / -42 to -28 on hit 35 1

Noll summons a phantom blade.

  • The phantom blade lasts for 163 frames after summon.
  • 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.
  • Limit of 1 on screen at all times (unless using glitches)


Phantom Blitz
j.CC
Damage Guard Cancel Invul Property Cost
50 Mid 2C - - 200
Startup Active Recovery Advantage Proration Juggle
15 23 4 +8 on hit / +8 on block 0 1

Noll turns his phantom sword into a spinner, moving for a bit before dissapearing.

  • Noll's main okizeme tool.


Phantom Switch
2C
Damage Guard Cancel Invul Property Cost
- - - - - 200
Startup Active Recovery Advantage Proration Juggle
4 - 1 - 0 1

Noll teleports to his phantom blade, swapping places with it,

  • Only usable if j.C is out on the field.
  • In some scenarios (ex: j.CC is active) and you use the move, it hits the opponent and deals 25 damage. If you are close enough, it groundbounces as well.


Star Strikes

Triple Slash
236A
Damage Guard Cancel Invul Property Cost
150 Mid 2C - - 1000
Startup Active Recovery Advantage Proration Juggle
8 23 20 +27 on hit / -11 to -7 on block 0 0

Noll slashes with his katana 3 times and knocks the opponent away from him.


"Rapid Cutter"
214A
Damage Guard Cancel Invul Property Cost
185 Mid j.236B - - 1000
Startup Active Recovery Advantage Proration Juggle
6 9 - +31 on hit / -29 to -47 on block 15 0

Noll rises upward as he slashes many times around him.

  • After 8 hits, Noll will use j.C and able to move around like normal j.C
  • If you already have a j.C setup when you do 214A, it will activate after the super ends.
  • Fully invulnerable on startup.
  • If you cannot do 8 hits during 214A, Noll will enter a recovery state that lasts 24 frames.


Spinner Cutters
j.236B
Damage Guard Cancel Invul Property Cost
8*N+43 High - - - 1000
Startup Active Recovery Advantage Proration Juggle
3 Varies 13 +35 on hit / -8 on block 15 0

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.


Sleeper Move
214B
Damage Guard Cancel Invul Property Cost
See Below Unblockable - - - 1000
Startup Active Recovery Advantage Proration Juggle
27 2 29 - See Below 0

Noll waits for a bit before slashing extremely hard, stunning the enemy for a short amount of time. Noll's damage output goes through two formulas, one for deciding the proration after the move hits and one for deciding the damage. Let's take a proration point amount like 50 and run with it.

The first formula it goes through is var(11)/2, var(11) being the amount of proration points you have right now. You take 50 and divide it by two, giving you 25.

The second formula it goes through is var(11)*3, which takes the proration and multiplies it by 3. 25*3 is 75, making your damage 75.


  • Can have the B button held down to delay the move.


Counter Cutter
236C
Damage Guard Cancel Invul Property Cost
220 Unblockable - - - 2000
Startup Active Recovery Advantage Proration Juggle
11 25 18 on whiff / 44 on hit +70 on hit / +8 on block 5 0

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.
  • In some cases, the counter will miss the first hit, dealing chip damage to the opponent on block or just missing entirely.


Cancel Table

Cancel Table
A B C Star Strike Unique
PLACEHOLDER - - - - -
PLACEHOLDER - - - - -
PLACEHOLDER - - - - -

X: On Contact

X[+]: Available on Whiff

X[-]: On Hit only

X[/]: On Block only


Combos

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

0 Bars

5b(x6) 5c j.a j.bb j.4c(or j.2c) 5b(x6) charge

1 Bar

2 Bars

3 Bars

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.


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