Noll
|
Owned by:
|
DestructionSeries
|
Playstyle:
|
Rushdown/Setplay
|
HP:
|
1000
|
Meter Size:
|
3000
|
Extra Movement Options:
|
Teleport (2C with j.5c out)
|
Notes:
|
This page is still a work in progress!
|
Backstory
PLACEHOLDER
Gameplay
Noll is a rushdown/setplay oriented character that relies on his range and setups to always keep the opponent on their toes.
Strengths |
Weaknesses
|
- Good okizeme. While not as good as Aege's Time Ball, j.CC still allows for good okizeme off of any knockdown.
- Great damage for low meter cost. Even with limited meter, Noll can do some great damage given you know what to do.
|
- Struggles to approach in some situations. Unlike a lot of other characters who have options to approach (ex: Glitch teleport, Saito glide, etc.) Noll's only extra movement option is to teleport, which in itself is unsafe, needing a j.C setup to even use it. For some matchups, this can make approaching and getting in extremely hard.
- Long recovery on normals. With counterhits being extremely brutal in this game, Noll's normal having a decently high recovery can make it risky to try and press buttons on block.
|
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
|
7
|
6
|
7
|
0 on hit / -1 on block
|
5
|
2
|
Noll kicks the enemy.
- Decent poke, but lacks range.
|
5AA
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
15
|
Mid
|
5AA, 5B, 5C, 214A, 236A, 236C
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
10
|
2
|
-
|
0 on hit / -6 on block
|
0
|
1
|
5A followup.
- Same animation as 4A, but does not groundbounce.
- Has two hits, both can be cancelled out of with a move.
|
5AA (2nd hit)
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
20
|
Mid
|
5B, 5C, 236A, 214A, 236C
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
2
|
12
|
+1 on hit / -4 on block
|
0
|
0
|
Second hit of 5AA.
- Virtually the same animation as 6A.
- Best part of 5AA 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
|
-
|
-
|
-
|
+2 to -4 on hit / -2 to -9 on block
|
8
|
2
|
Noll summons a phantom blade and sends it forwards.
|
5BB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
14*3
|
Mid
|
Jump (hits 1-2), 5C, 236A, 214A, 236C
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
+34 on hit / -4 on block
|
5
|
1
|
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
|
4
|
2
|
14
|
+4 to +5 on hit / -4 on block
|
5
|
2
|
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
|
9
|
5
|
14
|
+26 on hit / -6 on block
|
10
|
2
|
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
|
5
|
8
|
9
|
+1 on hit / +9 to -8 on block
|
3
|
1
|
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
|
5
|
5
|
15
|
+1 on hit / -6 to -7 on block
|
0
|
2
|
Noll kicks in the air and flips backward.
|
|
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
|
7
|
2
|
16
|
+17 to -4 on hit / +9 to -8 on block
|
5
|
3
|
Noll swings his katana in the air.
- Has great range, covering options like airdash.
- The best neutral tool Noll has.
|
j.BB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
20
|
High
|
j.C, j.236B
|
-
|
Groundbounce
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
7
|
6
|
14
|
+42 to +37 on hit / -12 to -5 on block
|
0
|
0
|
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
|
-
|
-
|
-
|
+35 on hit / -6 on block
|
3
|
2
|
Noll summons a phantom blade to send the opponent upward.
|
|
move > 6B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
25
|
Mid
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
+49 on hit / -6 on block
|
4
|
0
|
Noll summons a phantom blade to send the opponent backwards.
|
|
Universal Mechanics
Overhead 2B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
10
|
High
|
4B, 5B
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
9
|
9
|
33
|
+10 to +4 on hit / +7 on block to +1
|
5
|
2
|
Noll summons a phantom blade from above and sends it downward.
|
|
Low Attack 2A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
20
|
Low
|
5AA, 5B, 6A, 236A, 236B, 236C
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
5
|
7
|
7
|
0 on hit / -1 on block
|
5
|
0
|
Noll uses the hilt of his katana to attack the opponent.
- Somewhat deceptive range.
|
|
Throw
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
100
|
Unblockable
|
Throw
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
14
|
6
|
39
|
+17 on hit
|
0
|
5
|
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.
|
|
Counter
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
15
|
Unblockable
|
-
|
-
|
Counter
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-1 on hit
|
-
|
-
|
Just a plain counter.
|
|
Specials
5C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
45
|
Mid
|
Jump
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
6
|
-
|
13
|
+35 on hit / -7 on block
|
5
|
2
|
Noll summons a phantom spinner above him and spins it around for a small amount of time.
- Mainly used as combo filler.
|
|
j.C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
25
|
High
|
j.CC
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
24
|
+25 on hit / -42 to -28 on hit
|
35
|
1
|
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)
|
|
j.CC
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
50
|
Mid
|
2C
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
+8 on hit / +8 on block
|
0
|
1
|
Noll turns his phantom sword into a spinner, moving for a bit before dissapearing.
- Noll's main okizeme tool.
|
|
2C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
4
|
-
|
-
|
-
|
0
|
1
|
Noll teleports to his phantom blade, swapping places with it,
- Only usable if j.C is out on the field.
|
|
Supers
236A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
150
|
Mid
|
2C
|
-
|
-
|
1000
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
8
|
23
|
20
|
+27 on hit / -11 to -7 on block
|
0
|
0
|
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
|
-
|
-
|
1000
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
6
|
9
|
-
|
+31 on hit / -29 to -47 on block
|
15
|
0
|
Noll rises upward as he slashes many times around him.
- After 8 hits, Noll will use j.C and able to move around like normal j.C
- If you already have a j.C setup when you do 214A, it will activate after the super ends.
- Fully invulnerable on startup.
- If you cannot do 8 hits during 214A, Noll will enter a recovery state that lasts 24 frames.
|
|
j.236B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
8*N+43
|
High
|
-
|
-
|
-
|
1000
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
3
|
Varies
|
13
|
+35 on hit / -8 on block
|
15
|
0
|
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
|
-
|
-
|
-
|
1000
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
27
|
2
|
29
|
-
|
See Below
|
0
|
Noll waits for a bit before slashing extremely hard, stunning the enemy for a short amount of time.
Noll's damage output goes through two formulas, one for deciding the proration after the move hits and one for deciding the damage. Let's take a proration point amount like 50 and run with it.
The first formula it goes through is var(11)/2, var(11) being the amount of proration points you have right now. You take 50 and divide it by two, giving you 25.
The second formula it goes through is var(11)*3, which takes the proration and multiplies it by 3. 25*3 is 75, making your damage 75.
- Can have the B button held down to delay the move.
|
|
236C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
220
|
Unblockable
|
-
|
-
|
-
|
2000
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
11
|
25
|
18 on whiff / 44 on hit
|
+70 on hit / +8 on block
|
5
|
0
|
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.
- In some cases, the counter will miss the first hit, dealing chip damage to the opponent on block or just missing entirely.
|
|
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
|
- 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.
|