Noll
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Owned by:
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DestructionSeries
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Playstyle:
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Mid-Long Range Footsies/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 j5c 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
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Cancel
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Invul
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Property
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Cost
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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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-
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-
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-
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-
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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
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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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Mid
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5AA, 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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-
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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
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Cost
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20
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Mid
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5B, 5C, 236A, 214A, 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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-
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-
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-
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-
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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
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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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5BB, 236A, 214A, 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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-
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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 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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-
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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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-
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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
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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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35
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Mid
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5C, 236A, 214A, 236C
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-
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Stuns on counterhit.
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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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-
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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
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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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236A, 214A, 236C
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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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-
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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
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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.AA, j.B, j.C, j.236B
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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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-
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-
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-
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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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-
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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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-
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-
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-
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-
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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
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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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-
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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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-
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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
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Cost
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35
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Mid
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-
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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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-
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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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-
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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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-
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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 backwards.
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Universal Mechanics
Overhead 2B
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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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10
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High
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4B, 5B
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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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-
|
-
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-
|
-
|
-
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Noll summons a phantom blade from above and sends it downward.
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Low Attack 2A
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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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Low
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5AA, 5B, 6A, 236A, 236B, 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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-
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-
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-
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-
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Noll uses the hilt of his katana to attack the opponent.
- Somewhat deceptive range.
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Throw
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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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100
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Unblockable
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Throw
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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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-
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-
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-
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-
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-
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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
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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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Unblockable
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-
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-
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Counter
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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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Just a plain counter.
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Specials
5C
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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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45
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Mid
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Jump
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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 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
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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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High
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j.CC
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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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-
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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.
- 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
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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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50
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Mid
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2C
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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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-
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-
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-
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-
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-
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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
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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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-
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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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-
|
-
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-
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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
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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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150
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Mid
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2C
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-
|
-
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100
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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 slashes with his katana 3 times and knocks the opponent away from him.
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214A
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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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185
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Mid
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j.236B
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-
|
-
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100
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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 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.
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j.236B
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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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8*N+43
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High
|
-
|
-
|
-
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100
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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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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.
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214B
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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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See Below
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Unblockable
|
-
|
-
|
-
|
100
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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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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.
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236C
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Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
220
|
Unblockable
|
-
|
-
|
-
|
200
|
Startup
|
Active
|
Recovery
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Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
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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!
Loops/Combo Filler
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
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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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