Blade Strangers/Noko: Difference between revisions
m (→Light Attacks) |
|||
Line 143: | Line 143: | ||
|cancel= | |cancel= | ||
|guard=M | |guard=M | ||
|startup= | |startup=9 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 169: | Line 169: | ||
|hitAdv=3 [Launch] | |hitAdv=3 [Launch] | ||
|hitbox= | |hitbox= | ||
|description= | |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. | ||
}} | }} | ||
}} | }} | ||
Line 190: | Line 190: | ||
|hitAdv=3 | |hitAdv=3 | ||
|hitbox= | |hitbox= | ||
|description= | |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. | |||
}} | }} | ||
Revision as of 07:29, 3 September 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 |
---|
Heavy Attacks
5H Heavy Attack |
---|
6H Down Strike |
---|
{{BLASTR-Move
|image=BLASTR_Noko_4H.png
|caption=Miserable Kick
|name=4H
|data=
! height="25px" |Damage ! Startup ! Active ! Recovery ! Block Adv ! Hit Adv ! Cancels ! Guard ! Hitbox ! Scaling |-
| height="25px"| | 8 | | | 0 | 3 | | M | - | |- | colspan="9" style="text-align: left; vertical-align:top;" |
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.
|-
2H Crouching Heavy Attack |
---|
3H Cleave |
---|
j.H Heavy Attack - Air |
---|
j.8H Horizontal Kick |
---|
j.2H Skull Splitter |
---|