Blade Strangers/Noko: Difference between revisions
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{{BLASTR-Move | {{BLASTR-Move | ||
|image=BLASTR_Noko_5E.png | |image=BLASTR_Noko_5E.png | ||
| | |name=Anti Air | ||
| | |input=5E | ||
|data= | |data= | ||
{{BLASTR-Data | {{BLASTR-Data | ||
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|active= | |active= | ||
|recovery= | |recovery= | ||
|blockAdv= | |blockAdv=-4 | ||
|hitAdv= | |hitAdv=0 | ||
|hitbox= | |hitbox= | ||
|description= | |description=Noko doesn't have any other consistent anti airs, so 5E is always your best bet. This move actually has a really good vertical hitbox, but fails to reach opponents who are further away from you. By spending a meter to combo from this anti air, you can get huge damage, even midscreen. | ||
}} | }} | ||
}} | }} | ||
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{{BLASTR-Move | {{BLASTR-Move | ||
|image=BLASTR_Noko_6E.png | |image=BLASTR_Noko_6E.png | ||
| | |name=Overhead | ||
| | |input=6E | ||
|data= | |data= | ||
{{BLASTR-Data | {{BLASTR-Data | ||
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|active= | |active= | ||
|recovery= | |recovery= | ||
|blockAdv= | |blockAdv=-9 | ||
|hitAdv= | |hitAdv=1 | ||
|hitbox= | |hitbox= | ||
|description= | |description=Although Noko's primary overhead is j.2SE, 6E isn't as punishable and can combo into 5L on counter hit, making it a safer but also less rewarding option. | ||
}} | }} | ||
}} | }} | ||
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{{BLASTR-Move | {{BLASTR-Move | ||
|image=BLASTR_Noko_4E.png | |image=BLASTR_Noko_4E.png | ||
| | |name=Knock Back | ||
| | |input=4E | ||
|data= | |data= | ||
{{BLASTR-Data | {{BLASTR-Data | ||
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|active= | |active= | ||
|recovery= | |recovery= | ||
|blockAdv= | |blockAdv=-8 | ||
|hitAdv= | |hitAdv= | ||
|hitbox= | |hitbox= | ||
|description= | |description=Since Noko can combo from 6[H] regardless of screen position or meter, 4E is an amazing punish no matter what situation you're in. It's also pretty useful as a combo ender, and you can even get a safejump from it. | ||
}} | }} | ||
}} | }} | ||
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{{BLASTR-Move | {{BLASTR-Move | ||
|image=BLASTR_Noko_2E.png | |image=BLASTR_Noko_2E.png | ||
| | |name=Sweep | ||
| | |input=2E | ||
|data= | |data= | ||
{{BLASTR-Data | {{BLASTR-Data | ||
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|active= | |active= | ||
|recovery= | |recovery= | ||
|blockAdv= | |blockAdv=-6 | ||
|hitAdv= | |hitAdv= | ||
|hitbox= | |hitbox= | ||
|description= | |description=Noko already has a strong low option (2L) and can easily score knockdowns from her LLL autocombo, so this move doesn't really have much of a purpose. In certain situations, however, it can be used as a punish tool when 4E isn't fast enough. | ||
}} | }} | ||
}} | }} | ||
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{{BLASTR-Move | {{BLASTR-Move | ||
|image=BLASTR_Noko_3E.png | |image=BLASTR_Noko_3E.png | ||
| | |name=Chase Attack | ||
| | |input=3E | ||
|data= | |data= | ||
{{BLASTR-Data | {{BLASTR-Data | ||
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|hitAdv= | |hitAdv= | ||
|hitbox= | |hitbox= | ||
|description= | |description=Noko can easily condition the opponent into doing delayed wakeups by using her j.2SE as oki. Similarly, if the opponent keeps doing delayed wakeups, punishing with 3E will force them to do normal wakeups more often, allowing Noko to harass with her deadly instant overhead without having to worry about wasting meter. She has no way to capitalize on a successful 3E without burning meter, but since she builds meter rather quickly this shouldn't be a problem. | ||
}} | }} | ||
}} | }} | ||
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{{BLASTR-Move | {{BLASTR-Move | ||
|image=BLASTR_Noko_j.E.png | |image=BLASTR_Noko_j.E.png | ||
| | |name=Jumping Knock Back | ||
| | |input=j.E | ||
|data= | |data= | ||
{{BLASTR-Data | {{BLASTR-Data | ||
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|cancel= | |cancel= | ||
|guard=H | |guard=H | ||
|startup= | |startup=17 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockAdv= | |blockAdv=7 | ||
|hitAdv= | |hitAdv= | ||
|hitbox= | |hitbox= | ||
|description= | |description=It's got a good hitbox, but not as potent of a jump in as j.2H. However, it's phenomenal as a safe jump, especially in the corner, where it's easy for her to capitalize off a j.E hit. | ||
}} | }} | ||
}} | }} |
Revision as of 13:09, 6 September 2018
Introduction
Source Game: Umihara Kawase
Story
Short story summary here
Gameplay
Health: 10,500
Gameplay overview here
Move List
Normal Moves
Light Attack 5L |
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Light Attack x2 6L |
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Light Attack x3 6L |
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Light Attack - Crouch 2L |
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Heavy Attack 5H |
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Down Strike 6H |
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Miserable Kick 4H |
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Crouching Heavy Attack 2H |
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Cleave 3H |
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Light Attack - Air j.L |
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Elbow Strike j.8L |
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Heavy Attack - Air j.H |
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Horizontal Kick j.8H |
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Skull Splitter j.2H |
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Unique Attacks
Anti Air 5E |
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Overhead 6E |
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Knock Back 4E |
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Sweep 2E |
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Chase Attack 3E |
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Jumping Knock Back j.E |
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