Blade Strangers/Noko: Difference between revisions
Jump to navigation
Jump to search
(Created page with "300px|thumb|right|<center><font size="3">'''Noko Yokoyama'''</font></center> =Introduction= Source Game: Umihara Kawase ==Story== Short story summ...") |
|||
Line 16: | Line 16: | ||
==Light Attacks== | ==Light Attacks== | ||
{{BLASTR-Move | |||
|image=BLASTR_Noko_5L.png | |||
|caption=Light Attack | |||
|name=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 | |||
|caption=Light Attack x2 | |||
|name=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 | |||
|caption=Light Attack x3 | |||
|name=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 | |||
|caption=Light Attack - Crouch | |||
|name=2L | |||
|data= | |||
{{BLASTR-Data | |||
|damage=400 | |||
|cancel= | |||
|guard=M | |||
|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_jL.png | |||
|caption=Light Attack - Air | |||
|name=j.L | |||
|data= | |||
{{BLASTR-Data | |||
|damage= | |||
|cancel= | |||
|guard=M | |||
|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 | |||
|caption=Elbow Strike | |||
|name=j.8L | |||
|data= | |||
{{BLASTR-Data | |||
|damage= | |||
|cancel= | |||
|guard=M | |||
|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. | |||
}} | |||
}} | |||
==Heavy Attacks== | ==Heavy Attacks== |
Revision as of 20:50, 31 August 2018
Introduction
Source Game: Umihara Kawase
Story
Short story summary here
Gameplay
Health: 10,500
Gameplay overview here
Move List
Light Attacks
5L Light Attack |
---|
6L Light Attack x2 |
---|
6L Light Attack x3 |
---|
2L Light Attack - Crouch |
---|
j.L Light Attack - Air |
---|
j.8L Elbow Strike |
---|