Kirby Battle Blitz/Noll

From Mizuumi Wiki
Jump to navigation Jump to search

Backstory

Noll is a researcher that is obsessed with making the world a better place. Though he attempted to be a hero in his own right, there was only so much his inventions and gadgets could do. After [REDACTED], his methods of protecting the world became extreme and irrational. Thinking that everything can be an asset to help protect the world, his research lead him to Nightmare Soul, which he acquired and through experimentation, split into four, thinking it would be easier to control. The experiment proved to be disastrous, costing his best friend his body. Now he devotes his efforts to control the results of his experiment and restore his friend's body.

With his floating, sentient blades housing the soul of his best friend, and brandishing a katana, he will slice, dice, and forcefully carve a world of peace and tranquility. He hopes to achieve his goals before he loses control to [REDACTED].

Gameplay

Noll has two things in mind when fighting you: Using swords and using even more swords. Noll has access to some of the best neutral buttons this game has to offer, the shining star of them being 5B, which allows him to convert from extremely long ranges into full combos. Along with this, his main setplay tool, j.C, is extremely useful (giving a great knockdown on hit), which gives him access to strong okizeme due to the extremely active hitbox on j.CC along with teleport potentially letting him get strong mix as well.

However, Noll struggles a ton with defense, especially when he's being pressured without having his setplay up. His fastest option without using bar/2C is a 5 frame 6A with poor vertical reach, meaning that some characters can absolutely body Noll and punish his DP and counter supers very easily. Being reckless in neutral can easily get you in the corner and mixed to oblivion, leading to your doom.

If you want a character with great neutral, setplay and THREE big swords, this character is for you.

Playstyle
KBB Noll Icon.png Noll is a character that relies on his great range with normals and setplay to always keep the opponent on their toes. (placeholder!)
Pick if you like Avoid if you dislike
  • An amazing pressure game. With tools like j.C and 5BB, Noll can keep someone locked in a string for a VERY long time. Even at a long distance, Noll can lock someone down with 5BB.
  • Having one of the best fatals in the game. Noll's 6a is as fast as a jab and fatals nearly beating every round start option besides backdash or counter.
  • Godlike pokes. 5a, 6a and 4a are very strong pokes on block and both can lead to a 5bb lockdown string.
  • Versatility. In neutral Noll has a lot of options which gives you a lot of freedom on what can you do and be unpredictable.
  • Very good oki. Noll's oki is very strong because he can beat out wakeup counter with j.cc and a 6a fatal, on top of this if they block you can mix someone up very hard.
  • Being extremely quick to burn meter. Noll's most useful tools take up lots of meter overtime, making many combos leaving Noll at a meter deficit.
  • Having many negative on block moves. Noll's only plus moves are 2a and j.a on block leading to very limited options on block sometimes.
  • Having an unsafe DP. Noll's DP is very negative on block while lots of DP's are safe on block.
  • Awful defense without setplay. If you get sent into the corner without having a j.C up, Noll doesn't have a lot of great options for escaping.

Stats

Life Meter Prejump Walk Speed Run Speed Owned by
1000 3000 4 1.8 / -1.5 5 DestructionSeries

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
14 12 17 +2 to -4 on hit / -2 to -9 on block 8 2

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
12 31 14 +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
5 2 13 +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
16 8 17 +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
12 12 11 +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.


EX Attacks

Phantom Spiral
5C
Damage Guard Cancel Invul Property Cost
45 Mid Jump - - 300
Startup Active Recovery Advantage Proration Juggle
13 35 6 +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.


Phantom Stall
j.C
Damage Guard Cancel Invul Property Cost
25 High j.CC - - 300
Startup Active Recovery Advantage Proration Juggle
27 3 10 (29 whiff/blocked) +25 on hit / -42 to -28 on hit 35 1

Noll summons a phantom blade.

  • The phantom blade lasts for 163 frames after summon.
  • 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)


Phantom Blitz
j.CC
Damage Guard Cancel Invul Property Cost
50 Mid 2C - - 200
Startup Active Recovery Advantage Proration Juggle
15 23 4 +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.


Phantom Switch
2C
Damage Guard Cancel Invul Property Cost
- - - - - 200
Startup Active Recovery Advantage Proration Juggle
4 - 1 - 0 1

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

  • Only usable if j.C is out on the field.
  • In some scenarios (ex: j.CC is active) and you use the move, it hits the opponent and deals 25 damage. If you are close enough, it groundbounces as well.


Star Strikes

Triple Slash
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.


"Rapid Cutter"
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.


Spinner Cutters
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.


Sleeper Move
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.


Counter Cutter
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.


Cancel Table

Cancel Table
A B C Star Strike Unique
PLACEHOLDER - - - - -
PLACEHOLDER - - - - -
PLACEHOLDER - - - - -

X: On Contact

X[+]: Available on Whiff

X[-]: On Hit only

X[/]: On Block only


Combos

Do note: All of the combos listed aren't the only combos doable with Noll. Try and get creative!

0 Bars

5b(x6) 5c j.a j.bb j.4c(or j.2c) 5b(x6) charge

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
Menus
System
Glossary
Patch Notes
Characters
Glitch
Aege
Fly
Max
Yoru
Stray
Jodie
Clutch
Saito
Noll
Sareo
Hiryo
Vivienne
Bill
Violet
Jay
Leon