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Line 8: |
Line 8: |
| |- | | |- |
| |'''Playstyle''': | | |'''Playstyle''': |
| |Mid-Long Range Footsies/Setplay | | |Rushdown/Setplay |
| |- | | |- |
| |'''HP''': | | |'''HP''': |
Line 17: |
Line 17: |
| |- | | |- |
| |'''Extra Movement Options''': | | |'''Extra Movement Options''': |
| |Teleport (2C with j5c out) | | |Teleport (2C with j.5c out) |
| |- | | |- |
| |'''Notes''': | | |'''Notes''': |
Revision as of 01:00, 13 January 2022
Noll
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Owned by:
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DestructionSeries
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Playstyle:
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Rushdown/Setplay
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HP:
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1000
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Meter Size:
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3000
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Extra Movement Options:
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Teleport (2C with j.5c out)
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Notes:
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This page is still a work in progress!
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Backstory
PLACEHOLDER
Gameplay
Noll is a setplay/rushdown oriented character that relies on his range and setups to always keep the opponent on their toes.
Strengths |
Weaknesses
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- Good okizeme. Noll easily can combo into his okizeme button (j.C) and start snowballing a game in his favor.
- Good neutral. Noll has a variety of buttons to play with in neutral that can easily convert into combos.
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- Struggles to do things without meter. Noll without meter struggles a lot, needing it for both his high damage combos and to throw out his C buttons.
- Extremely meter hungry. Unless you are actively trying to avoid using your tools, Noll uses up a ton of meter for most combos and okizeme.
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Command List
Normal Moves
5A 5A 5A 5AA 5AA 5AAA 5AAA
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5A
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Damage
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Guard
|
Cancel
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Invul
|
Property
|
Cost
|
10
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Mid
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5AA, 2A, 4A, 5B, 5C, 214A, 236A, 236C
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-
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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-
|
-
|
-
|
-
|
-
|
-
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Noll kicks the enemy.
- Decent poke, but lacks range.
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5AA
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Damage
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Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
15
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Mid
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5AA, 5B, 5C, 214A, 236A, 236C
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-
|
-
|
-
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Startup
|
Active
|
Recovery
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Advantage
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Proration
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Juggle
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-
|
-
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-
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-
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-
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-
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5A followup.
- Same animation as 4A, but does not groundbounce.
- Has two hits, both can be cancelled out of with a move.
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5AA (2nd hit)
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Damage
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Guard
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Cancel
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Invul
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Property
|
Cost
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20
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Mid
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5B, 5C, 236A, 214A, 236C
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-
|
-
|
-
|
Startup
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Active
|
Recovery
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Advantage
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Proration
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Juggle
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-
|
-
|
-
|
-
|
-
|
-
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Second hit of 5AA.
- Virtually the same animation as 6A.
- Best part of 5AA to start a combo with.
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5B 5B 5BB
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5B
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Damage
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Guard
|
Cancel
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Invul
|
Property
|
Cost
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25
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Mid
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5BB, 236A, 214A, 236C
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-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
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Juggle
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-
|
-
|
-
|
-
|
-
|
-
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Noll summons a phantom blade and sends it forwards.
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5BB
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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14*3
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Mid
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Jump (hits 1-2), 5C, 236A, 214A, 236C
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-
|
-
|
-
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Startup
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Active
|
Recovery
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Advantage
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Proration
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Juggle
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-
|
-
|
-
|
-
|
-
|
-
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Noll summons three more phantom blades and attacks the enemy with them.
- One of Noll's better combo starters.
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6A
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Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
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35
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Mid
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5C, 236A, 214A, 236C
|
-
|
Stuns on counterhit.
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-
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Startup
|
Active
|
Recovery
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Advantage
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Proration
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Juggle
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-
|
-
|
-
|
-
|
-
|
-
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Noll uses the bottom of his katana to attack the enemy.
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|
4A
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Damage
|
Guard
|
Cancel
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Invul
|
Property
|
Cost
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25
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Mid
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236A, 214A, 236C
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-
|
Groundbounce
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-
|
Startup
|
Active
|
Recovery
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Advantage
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Proration
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Juggle
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-
|
-
|
-
|
-
|
-
|
-
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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.
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j.A j.A j.AA
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j.A
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Damage
|
Guard
|
Cancel
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Invul
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Property
|
Cost
|
15
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High
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Jump, j.AA, j.B, j.C, j.236B
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-
|
-
|
-
|
Startup
|
Active
|
Recovery
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Advantage
|
Proration
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Juggle
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-
|
-
|
-
|
-
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-
|
-
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Noll kicks in the air.
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j.AA
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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15
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High
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Jump, j.B, j.C, j.236B
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-
|
-
|
-
|
Startup
|
Active
|
Recovery
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Advantage
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Proration
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Juggle
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-
|
-
|
-
|
-
|
-
|
-
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Noll kicks in the air and flips backward.
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j.B j.B j.BB
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j.B
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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20
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High
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j.BB, j.236B
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-
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-
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-
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Startup
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Active
|
Recovery
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Advantage
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Proration
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Juggle
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-
|
-
|
-
|
-
|
-
|
-
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Noll swings his katana in the air.
- Has great range, covering options like airdash.
- The best neutral tool Noll has.
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j.BB
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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-
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High
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j.C, j.236B
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-
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Groundbounce
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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-
|
-
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-
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-
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-
|
-
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Noll swings his katana downward in the air.
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Followups
move > 4B
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Damage
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Guard
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Cancel
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Invul
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Property
|
Cost
|
35
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Mid
|
-
|
-
|
-
|
-
|
Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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-
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-
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-
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-
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-
|
-
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Noll summons a phantom blade to send the opponent upward.
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move > 6B
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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25
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Mid
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-
|
-
|
-
|
-
|
Startup
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Active
|
Recovery
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Advantage
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Proration
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Juggle
|
-
|
-
|
-
|
-
|
-
|
-
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Noll summons a phantom blade to send the opponent backwards.
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Universal Mechanics
Overhead 2B
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Damage
|
Guard
|
Cancel
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Invul
|
Property
|
Cost
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10
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High
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4B, 5B
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-
|
-
|
-
|
Startup
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Active
|
Recovery
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Advantage
|
Proration
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Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
Noll summons a phantom blade from above and sends it downward.
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|
Low Attack 2A
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Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
20
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Low
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5AA, 5B, 6A, 236A, 236B, 236C
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-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
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Juggle
|
-
|
-
|
-
|
-
|
-
|
-
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Noll uses the hilt of his katana to attack the opponent.
- Somewhat deceptive range.
|
|
Throw
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Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
100
|
Unblockable
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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 with j.C.
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|
Counter
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Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
15
|
Unblockable
|
-
|
-
|
Counter
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
Just a plain counter.
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Specials
5C
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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.
- Mainly used as combo filler.
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|
j.C
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Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
25
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High
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j.CC
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-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
Noll summons a phantom blade.
- 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)
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|
j.CC
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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.
- Noll's main okizeme tool.
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2C
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Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
Noll teleports to his phantom blade, swapping places with it,
- Only usable if j.C is out on the field.
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Supers
236A
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Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
150
|
Mid
|
2C
|
-
|
-
|
100
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
Noll slashes with his katana 3 times and knocks the opponent away from him.
|
|
214A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
185
|
Mid
|
j.236B
|
-
|
-
|
100
|
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
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Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
8*N+43
|
High
|
-
|
-
|
-
|
100
|
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
|
See Below
|
Unblockable
|
-
|
-
|
-
|
100
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
Noll waits for a bit before slashing extremely hard, stunning the enemy for a short amount of time.
- The damage of this super depends on how much proration a current combo has, dealing more damage as proration gets lower.
- Raises your proration by a fair amount, allowing for more damage in that combo.
- Holding the input delays it, allowing for baits.
|
|
236C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
220
|
Unblockable
|
-
|
-
|
-
|
200
|
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.
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|
Combos
Do note: All of the combos listed aren't the only combos doable with Noll. Try and get creative!
0 Bars
1 Bar
2 Bars
3 Bars
Roadmap
In Progress / Completed |
To-do
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- 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.
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