[[]]
Noll
|
Owned by:
|
DestructionSeries
|
Playstyle:
|
Rushdown/Setplay
|
HP:
|
1000
|
Meter Size:
|
3000
|
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!
|
Backstory
PLACEHOLDER
Gameplay
Noll is a setplay/rushdown oriented character that relies on his range to gain momentum in a match.
Strengths |
Weaknesses
|
- Option select after j.C. With j.C's ability to groundbounce after hitting an opponent with it midair, it allows Noll to either extend the combo with a move like 5BB or prematurely end the combo for oki with j.CC.
- 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.
- Good neutral. j.C being able to track halfscreen allows you to play a very hit-and-run playstyle, along with being able to combo after hitting j.C.
|
- 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.
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Command List
Normal Moves
5A 5A 5A 5AA 5AA 5AAA 5AAA
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5A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
10
|
Mid
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
Decent poke, but lacks range.
|
5AA
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
15
|
Mid
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
Second part of 5A.
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5AAA
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
20
|
Mid
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
Third part of 5A, and most likely the part that will start combos.
|
|
5B 5B 5BB
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5B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
25
|
Mid
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
An INSANELY good poke.
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5BB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
14*3
|
Mid
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
After 5B, the three hits of 5BB will lead into a ton of combo routes. You can jump cancel the first and second hits of 5BB aswell for more.
|
|
6A
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Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
35
|
Mid
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
Stuns on counterhit.
|
|
4A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
25
|
Mid
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
You can use this move twice in a row. The first use of it will groundbounce the opponent, but the second time will send the opponent straight to the ground standing.
|
|
j.A j.AA
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j.A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
15
|
High
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
Placeholder
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j.AA
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Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
15
|
High
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
You can jump cancel this into another j.AA.
|
|
j.B j.B j.BB
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j.B
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Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
20
|
High
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
Good coverage for a jump attack. If you do it after j.A, you can jump cancel it into another j.A.
|
j.BB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
-
|
High
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
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Groundbounces the opponent on hit.
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|
Followups
move > 4B
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Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
35
|
Mid
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
Sends the opponent upwards, allowing for things like 4A > delay 4B > 5C > j.C.
|
|
move > 6B
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Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
25
|
Mid
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
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Sends the opponent backwards, allowing for things like 4A > 6B > 6A > 6B > 5C > j.C.
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|
Universal Mechanics
Overhead 2B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
10
|
High
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
Despite it's low damage, it is a powerful combo starter and can even be used mid-combo.
|
|
Low Attack 2A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
20
|
Low
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
Good during situations like j.CC pressuring the opponent's block to open them up and start a combo.
|
|
Throw
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
100
|
Unblockable
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
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
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
On hit, launches the opponent. Jump cancellable. Not usable when j.C is summoned.
|
|
j.C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
25
|
High
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
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. Can cancel into j.CC on hit.
|
|
j.CC
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
50
|
Mid
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
Summons a phantom spinner which moves for a bit before disappearing. Has some silly uses, like catching the opponent after they use Star Buster.
|
|
2C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
Teleports to a Phantom Blade if it is summoned.
|
|
Supers
236A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
150
|
Mid
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
Noll slashes 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
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
j.236B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
8*N+43
|
High
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
Goes up and down before landing and launching the opponent upwards. Can catch opponents on the way up/down.
|
|
214B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
-
|
Unblockable
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
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
|
-
|
-
|
-
|
-
|
-
|
-
|
A counter that lets you combo after it. One of the most powerful combo starters due to how much damage it does.
|
|
Combos
Loops
- 5BB > 4B (395 damage, 30 hits) link
6A > 6B
Meterless
1 Meter
2 Meter
3 Meter