[[]]
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 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 to gain momentum in a match.
Strengths |
Weaknesses
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- 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.
- 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.
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- 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
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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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-
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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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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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-
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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 part of 5A.
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5AAA
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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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-
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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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Third part of 5A, and most likely the part that will start combos.
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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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-
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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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An INSANELY good poke.
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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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-
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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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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.
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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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-
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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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Stuns on counterhit.
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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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-
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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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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.
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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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-
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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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Placeholder
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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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-
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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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You can jump cancel this into another j.AA.
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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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-
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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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Good coverage for a jump attack. If you do it after j.A, you can jump cancel it into another j.A.
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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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-
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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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Groundbounces the opponent on hit.
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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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Sends the opponent upwards, allowing for things like 4A > delay 4B > 5C > j.C.
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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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Sends the opponent backwards, allowing for things like 4A > 6B > 6A > 6B > 5C > j.C.
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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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-
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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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Despite it's low damage, it is a powerful combo starter and can even be used mid-combo.
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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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-
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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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Good during situations like j.CC pressuring the opponent's block to open them up and start a combo.
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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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-
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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's grab is fairly quick and has a good range, along with allowing you to combo after it (more in Combos section).
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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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-
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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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-
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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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On hit, launches the opponent. Jump cancellable. Not usable when j.C is summoned.
- Great for combo extensions by getting the opponent into the air.
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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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-
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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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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.
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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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-
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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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Summons a phantom spinner which moves for a bit before disappearing. Has some silly uses, like catching the opponent after they use Star Buster.
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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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-
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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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Teleports to a Phantom Blade if it is summoned.
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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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-
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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 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.
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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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-
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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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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.
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j.236B
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Damage
|
Guard
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Cancel
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Invul
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Property
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Cost
|
8*N+43
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High
|
-
|
-
|
-
|
-
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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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Goes up and down before landing and launching the opponent upwards. Can catch opponents on the way up/down.
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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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Unblockable
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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
|
Proration
|
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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Very unsafe, as there is a small gap for the opponent to react to the super with a button/move away.
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236C
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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
|
350
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Unblockable
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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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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.
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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
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
Meterless Options
Metered Options
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.
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- 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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