|
|
Line 549: |
Line 549: |
| |damage = 45 | | |damage = 45 |
| |guard = Mid | | |guard = Mid |
| |cancel = | | |cancel = Jump |
| |invul = | | |invul = |
| |property = | | |property = |
Line 582: |
Line 582: |
| |damage = 25 | | |damage = 25 |
| |guard = High | | |guard = High |
| |cancel = | | |cancel = j.CC |
| |invul = | | |invul = |
| |property = | | |property = |
Line 597: |
Line 597: |
| *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. | |
| }} | | }} |
| }} | | }} |
Line 618: |
Line 617: |
| |damage = 50 | | |damage = 50 |
| |guard = Mid | | |guard = Mid |
| |cancel = | | |cancel = 2C |
| |invul = | | |invul = |
| |property = | | |property = |
Line 664: |
Line 663: |
| |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. | | *Has a few uses. Can be used for escaping pressure, can be used for combos, baiting opponents as an approach, etc. |
| *Only usable if a j.C is out on the field. | | *Only usable if j.C is out on the field. |
| }} | | }} |
| }} | | }} |
Revision as of 23:28, 12 November 2021
[[]]
Noll
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Owned by:
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DestructionSeries
|
Playstyle:
|
Rushdown/Setplay
|
HP:
|
1000
|
Meter Size:
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3000
|
Extra Movement Options:
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Teleport (2C with j5c out)
|
Notes:
|
This page is still a work in progress!
|
Backstory
PLACEHOLDER
Gameplay
Noll is a setplay/rushdown oriented character that relies on his range to gain momentum in a match.
Strengths |
Weaknesses
|
- 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.
- 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.
- 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.
- 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.
|
- 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.
- 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.
|
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
|
-
|
-
|
-
|
-
|
-
|
-
|
Noll kicks the enemy.
- Decent poke, but lacks range.
|
5AA
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
15
|
Mid
|
5AAA, 5B, 5C, 214A, 236A, 236C
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
5A followup.
- Same animation as 4A, but does not groundbounce.
- Cancellable.
|
5AAA
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
20
|
Mid
|
5B, 5C, 236A, 214A, 236C
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
5AA followup.
- Virtually the same animation as 6A.
- Best part of 5AAA 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
|
-
|
-
|
-
|
-
|
-
|
-
|
Noll summons a phantom blade and sends it forwards.
- One of Noll's, if not 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
|
-
|
-
|
-
|
-
|
-
|
-
|
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
|
-
|
-
|
-
|
-
|
-
|
-
|
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
|
-
|
-
|
-
|
-
|
-
|
-
|
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
|
-
|
-
|
-
|
-
|
-
|
-
|
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
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
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
|
-
|
-
|
-
|
-
|
-
|
-
|
Noll swings his katana in the air.
- Has great range, covering options like airdash.
- You can backdash to use j.B as a burst getaway option.
|
j.BB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
-
|
High
|
j.C, j.236B
|
-
|
Groundbounce
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
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
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
move > 6B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
25
|
Mid
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
Universal Mechanics
Overhead 2B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
10
|
High
|
4B, 5B
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
Low Attack 2A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
20
|
Low
|
5AA, 5B, 6A, 236A, 236B, 236C
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
Noll uses the hilt of his katana to attack the opponent.
- Somewhat deceptive range.
- Some silly usage can come out of it, like in corner being able to do 214A > 2A.
|
|
Throw
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
100
|
Unblockable
|
Throw
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
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).
|
|
Counter
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
15
|
Unblockable
|
-
|
-
|
Counter
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
Just a plain counter.
|
|
Specials
5C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
45
|
Mid
|
Jump
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
- Jump cancellable.
|
|
j.C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
25
|
High
|
j.CC
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
Noll summons a phantom blade.
- One of the most fear-inducing moves in Noll's kit.
- 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)
|
|
j.CC
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
50
|
Mid
|
2C
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
- EXTREMELY useful if used right.
|
|
2C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
Supers
236A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
150
|
Mid
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
214A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
185
|
Mid
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
- If you already have a j.C setup when you do 214A, it will activate after the super ends.
- Fully invulnerable on startup.
|
|
j.236B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
8*N+43
|
High
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
214B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
-
|
Unblockable
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
Noll waits for a bit before slashing 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.
|
|
236C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
350
|
Unblockable
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
- One of the most powerful combo starters due to how much damage it does.
- Just don't whiff it, or you will most likely eat tons of damage.
|
|
Combos
Do note: All of the combos listed aren't the only combos doable with Noll. Try and get creative!
Loops
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.
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.
BnBs
Various Starters
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:
4a demonstration
6a demonstration
5a/5aa/5aaa demonstration
2a demonstration
Less conventional but more damaging version of the above BNB. A lot tighter than above combo.
Combos
Grab Starter (with j.C setup)
- 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) 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
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.
|