Kirby Battle Blitz/Noll

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KBB Noll Render.png
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. 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.
  • 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.

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
- - - - - -

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
- - - - - -

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
- - - - - -

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
- - - - - -

Noll summons a phantom blade and sends it forwards.

  • Noll's best poke.
5BB Damage Guard Cancel Invul Property Cost
14*3 Mid Jump (hits 1-2), 5C, 236A, 214A, 236C - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

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
- - - - - -

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
- - - - - -

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
- - - - - -

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
- - - - - -

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
- - - - - -

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
- High j.C, j.236B - Groundbounce -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

Noll swings his katana downward in the air.

  • Can combo into 5BB.


Followups

move > 4B
Damage Guard Cancel Invul Property Cost
35 Mid - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

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
- - - - - -

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
- - - - - -

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
- - - - - -

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
- - - - - -

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
- - - - - -

Just a plain counter.


Specials

5C
Damage Guard Cancel Invul Property Cost
45 Mid Jump - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

Noll summons a phantom spinner above him and spins it around for a small amount of time.

  • Mainly used as combo filler.


j.C
Damage Guard Cancel Invul Property Cost
25 High j.CC - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

Noll summons a phantom blade.

  • You can hold left, neutral, or right and be sent in that direction when doing j.C. (j.4C, j.5c, j.6c).
  • Tracks opponent from half-screen.
  • Limit of 1 on screen at all times (unless using glitches)


j.CC
Damage Guard Cancel Invul Property Cost
50 Mid 2C - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

Noll turns his phantom sword into a spinner, moving for a bit before dissapearing.

  • Noll's main okizeme tool.


2C
Damage Guard Cancel Invul Property Cost
- - - - - -
Startup Active Recovery Advantage Proration Juggle
- - - - - -

Noll teleports to his phantom blade, swapping places with it,

  • Only usable if j.C is out on the field.


Supers

236A
Damage Guard Cancel Invul Property Cost
150 Mid 2C - - 100
Startup Active Recovery Advantage Proration Juggle
- - - - - -

Noll slashes with his katana 3 times and knocks the opponent away from him.


214A
Damage Guard Cancel Invul Property Cost
185 Mid j.236B - - 100
Startup Active Recovery Advantage Proration Juggle
- - - - - -

Noll rises upward as he slashes many times around him.

  • Sets up a j.C after the super, allowing you to combo after it OR set up oki.
  • If you already have a j.C setup when you do 214A, it will activate after the super ends.
  • Fully invulnerable on startup.


j.236B
Damage Guard Cancel Invul Property Cost
8*N+43 High - - - 100
Startup Active Recovery Advantage Proration Juggle
- - - - - -

Noll spins around rapidly with his phantom blades as he rises up and down.

  • Can catch opponents on the way up/down.
  • Like 214A, it will activate a j.C if one is setup.
  • If one is not setup, it will do a 5C instead. Like regular 5C, this one can be cancelled.


214B
Damage Guard Cancel Invul Property Cost
See Below Unblockable - - - 100
Startup Active Recovery Advantage Proration Juggle
- - - - - -

Noll waits for a bit before slashing extremely hard, stunning the enemy for a short amount of time.

  • The damage of this super depends on how much proration a current combo has, dealing more damage as proration gets lower.
  • Raises your proration by a fair amount, allowing for more damage in that combo.
  • Holding the input delays it, allowing for baits.


236C
Damage Guard Cancel Invul Property Cost
220 Unblockable - - - 200
Startup Active Recovery Advantage Proration Juggle
- - - - - -

Noll sidesteps for a bit. If he is hit during the counter, Noll will slash the enemy and summon a phantom spinner to attack them.

  • A counter that lets you combo after it.

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

17% complete
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.


General
FAQ
Controls
HUD
Netplay
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System
Glossary
Patch Notes
Characters
Glitch
Aege
Fly
Max
Yoru
Stray
Jodie
Clutch
Saito
Noll
Sareo
Hiryo
Vivienne
Bill
Violet
Jay
Leon