Noa Percy
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Aether System |
Baldi's Basics in Education and Learning
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Weight |
?
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Double Jump |
1
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Wall Jump? |
Yes
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Introduction
Noa Percy (commonly referred to as NPC) is one of the few characters who doesn't have massive disjointed hitboxes like swords or guns, but makes up for it with great agility and an explosive punish game.
Strengths |
Weaknesses
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- Speedy: Incredibly fast both in movement (though not as fast as Mercury or Alexander) and in frame data. This can make your opponent panic and shield, which leads into the next point on this list.
- Obscene Unblockable: Down Smash is unblockable and untechable, as well as a downward spike that ground bounces. The bounce cannot be DI'd, which means you can get consistent followups any time you land it. This is especially helpful when you can lock people down in their shield with your Neutral Special projectile, making for a very obnoxious tool in neutral.
- Rest: Remember when I said "the down smash ground bounce cannot be DI'd?" Well, you can combo into your down special (which functions similarly to Jigglypuff's Rest) easily off of it, making for some disgusting early kills!
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- No Sword: Unfortunately, you're limited to fighting with your puny arms and legs, which can make it hard to deal with the meta-defining large sword characters like Mordekaiser.
- Linear Recovery: Her Up Special is quite slow and doesn't go that high, so she often has to rely on using Side Special to move herself to the stage's wall, then walljumping, which can end up being very predictable.
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Move List
Ground Normals
Jab
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Damage
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Angle
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Startup
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Active
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Recovery
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Landing Lag
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Shield Advantage
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Base Knockback
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Knockback Scaling
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1.5, 3, 8
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-
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2
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2
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19
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~
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-
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-
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-
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A perfectly serviceable jab. You can only do the succeeding hits if you land Jab 1.
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Forward Tilt
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Damage
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Angle
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Startup
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Active
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Recovery
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Landing Lag
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Shield Advantage
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Base Knockback
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Knockback Scaling
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6.5, 8.5
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-
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4, 12
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2, 2
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23
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~
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-
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-
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-
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Moves forward a little bit, momentum can carry from dashes for a very slidy forward tilt.
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Up Tilt
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Damage
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Angle
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Startup
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Active
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Recovery
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Landing Lag
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Shield Advantage
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Base Knockback
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Knockback Scaling
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6.5
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-
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5
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6
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13
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~
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-
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-
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-
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Deceptively active, great for starting combos. Hits at about head level with Noa.
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Down Tilt
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Damage
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Angle
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Startup
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Active
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Recovery
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Landing Lag
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Shield Advantage
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Base Knockback
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Knockback Scaling
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7.5
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-
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7
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3
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19
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~
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-
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-
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-
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The knockback scaling isn't very high but due to the endlag you probably won't be using this very much.
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Dash Attack
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Damage
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Angle
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Startup
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Active
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Recovery
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Landing Lag
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Shield Advantage
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Base Knockback
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Knockback Scaling
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6.5
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-
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4
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4
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18
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~
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-
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-
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-
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Very fast and decent burst option that moves forward. Hitbox is quite short, though.
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Forward Smash
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Damage
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Angle
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Startup
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Active
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Recovery
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Landing Lag
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Shield Advantage
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Base Knockback
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Knockback Scaling
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17.5%(Clean),14%(Late)
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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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-
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-
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Has guard point/shield state during the charging animation.
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Up Smash
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Damage
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Angle
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Startup
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Active
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Recovery
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Landing Lag
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Shield Advantage
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Base Knockback
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Knockback Scaling
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16%(Clean),12%(Late)
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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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-
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-
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Jumping kick. Stronger as it leaves the ground, weaker at the peak of the jump.
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Down Smash
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Damage
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Angle
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Startup
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Active
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Recovery
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Landing Lag
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Shield Advantage
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Base Knockback
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Knockback Scaling
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14.5%
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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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-
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-
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Unblockable, untechable spike. Great for opening up an opponent who's scared of mashing or for getting a free kill confirm when they block your projectile.
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Air Normals
Neutral Air
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Damage
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Angle
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Startup
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Active
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Recovery
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Landing Lag
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Shield Advantage
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Base Knockback
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Knockback Scaling
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8, 5
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-
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3
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25
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20~?
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7
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-
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-
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-
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Extremely safe, fast hitbox you can use to control space.
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Forward Air
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Damage
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Angle
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Startup
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Active
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Recovery
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Landing Lag
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Shield Advantage
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Base Knockback
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Knockback Scaling
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15.5 (Strong), 9 (Weak)
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-
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7
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5
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-
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9
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-
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-
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-
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Back Air
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Damage
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Angle
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Startup
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Active
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Recovery
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Landing Lag
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Shield Advantage
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Base Knockback
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Knockback Scaling
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13.5 (Strong), 8 (Weak)
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-
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7
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9
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17
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9
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-
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-
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-
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Up Air
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Damage
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Angle
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Startup
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Active
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Recovery
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Landing Lag
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Shield Advantage
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Base Knockback
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Knockback Scaling
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7
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-
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4
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10
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15
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5
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-
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-
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-
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Incredibly active and fast, like Neutral Air, but even better for combos and juggling. You'll be using this a lot.
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Down Air
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Damage
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Angle
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Startup
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Active
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Recovery
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Landing Lag
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Shield Advantage
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Base Knockback
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Knockback Scaling
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8%
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295
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14
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13
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35
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20
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~
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-
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-
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A stall-n'-fall Down Air that shoots Noa downwards at a slightly diagonal angle. Atypical from many other moves of its type, it is a consistent spike that neither gains nor loses damage during the active frames. Additionally, if the attack hits a non-shielding enemy, the landing lag is cancelled, allowing the move to function as combo starter as well as an off-stage edgeguarding tool. Punishable on Shield and Whiff, however.
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Grab/Throws
Grab
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Damage
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Angle
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Startup
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Active
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Recovery
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Landing Lag
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Shield Advantage
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Base Knockback
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Knockback Scaling
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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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-
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-
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-
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Forward Throw
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Damage
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Angle
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Startup
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Active
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Recovery
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Landing Lag
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Shield Advantage
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Base Knockback
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Knockback Scaling
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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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-
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-
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-
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Back Throw
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Damage
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Angle
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Startup
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Active
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Recovery
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Landing Lag
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Shield Advantage
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Base Knockback
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Knockback Scaling
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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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-
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-
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-
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Up Throw
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Damage
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Angle
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Startup
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Active
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Recovery
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Landing Lag
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Shield Advantage
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Base Knockback
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Knockback Scaling
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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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-
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-
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-
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Down Throw
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Damage
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Angle
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Startup
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Active
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Recovery
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Landing Lag
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Shield Advantage
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Base Knockback
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Knockback Scaling
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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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-
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-
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-
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Special Moves
Approaching Storm [Neutral Special]
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Damage
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Angle
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Startup
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Active
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Recovery
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Landing Lag
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Shield Advantage
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Base Knockback
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Knockback Scaling
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-
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-
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25(Ground),12(Air)
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70(Projectile Lifetime)
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47(Ground),27(Air)
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-
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-
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-
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-
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Ground: After a delay, Noa kicks out a slow moving tornado that travels straight forward unaffected by gravity, stopping on the first enemy hit or after a set distance. Once stopped, the tornado will rend enemies in place for a duration before launching them vertically.
Air: Noa kicks out a tornado that both spawns faster, ends faster, and travels much faster, hitting the opponent once with increased hitstun allowing it to set up for further combos and extensions.
Noa can only control one tornado of either variety on screen at a time.
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A Very Standard Advancement [Forward Special]
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Damage
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Angle
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Startup
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Active
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Recovery
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Landing Lag
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Shield Advantage
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Base Knockback
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Knockback Scaling
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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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-
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-
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-
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Rushes forward with a kick, low recovery makes it useful as a good burst movement/recovery option even on whiff. Jump cancellable on hit.
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Standard Issue Recovery [Up Special]
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Damage
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Angle
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Startup
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Active
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Recovery
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Landing Lag
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Shield Advantage
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Base Knockback
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Knockback Scaling
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2.5, 3, 3, 3, 9
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-
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8
|
-
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~
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29
|
-
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-
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-
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Pretty standard Up Special used for recovering in a pinch or the rare kill off the top. Use this last when recovering, as it puts you into Special Fall.
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Ave Maria [Down Special]
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Damage
|
Angle
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Startup
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Active
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Recovery
|
Landing Lag
|
Shield Advantage
|
Base Knockback
|
Knockback Scaling
|
27.5
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-
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2
|
3
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180
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~
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-
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-
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-
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The Big Move! Invincible frames 1-30. INCREDIBLY punishable afterwards. Only go for this if you can make sure it'll hit, because the reward is huge.
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