Blade Strangers/Noko: Difference between revisions
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|hitbox= | |hitbox= | ||
|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. | |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. | 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. | ||
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|hitAdv=2 | |hitAdv=2 | ||
|hitbox= | |hitbox= | ||
|description= | |description=2H is arguably Noko's most reliable poke. It's fast and has good range, but the important part is that this move has a gigantic cancel window. It's possible to hit confirm this move into something like 6S, but using Offensive Skill is even easier and leads to a very high damage combo. If 2H counterhits, then the confirm becomes even easier. | ||
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|hitAdv=1 | |hitAdv=1 | ||
|hitbox= | |hitbox= | ||
|description= | |description=Although this move has a decent hitbox, its poor speed and recovery make it an unreliable option on its own. However, much like 2H, 3H also has a long cancel window, and it has better framedata on block, which means that it might have some utility in long ranged blockstrings. Otherwise, it's pretty useful as a combo extender. | ||
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|hitAdv=16 | |hitAdv=16 | ||
|hitbox= | |hitbox= | ||
|description= | |description=j.2H has a gigantic hitbox under Noko. It can function similarly to Shovel Knight's infamous j.E; by super jumping forward and using j.2H immediately, Noko can rapidly close distance and gain advantage on block all at once. | ||
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Revision as of 08:03, 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 |
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6L |
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6L |
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2L |
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j.L |
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j.8L |
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Heavy Attacks
5H |
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6H |
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4H |
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2H |
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3H |
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j.H |
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j.8H |
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j.2H |
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