Difference between revisions of "Blade Strangers/Noko"

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(Universal Commands)
(Universal Commands)
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==Skills==
 
==Skills==
  
==Universal Commands==
 
 
==Universal Commands==
 
==Universal Commands==
 
{{BLASTR-Move
 
{{BLASTR-Move

Revision as of 14:34, 6 September 2018

Noko Yokoyama
Colors

Introduction

Source Game: Umihara Kawase

Story

Short story summary here

Gameplay

Health: 10,500

Gameplay overview here

Move List

Normal Moves

Light Attack
5L
BLASTR Noko 5L.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
500 6 0 2 M -

While Noko's 5L doesn't contribute to her potent high/low mixups, it's a great tool for starting pressure regardless. It has above average range for a light normal, and since its followups also have good range, she'll rarely need to worry about combos whiffing because the opponent is too far away.

5L, much like most characters' jabs, confirms into itself on counter hit. Combined with its range and Noko's quick dash, she can easily keep the opponent in place with repeated 5Ls, and confirm into a knockdown if the opponent tries to press a button.

Light Attack x2
6L
BLASTR Noko 6L.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
600 7 -2 1 M -

Because of this move's range, it's effective as a poke to be used in the neutral game. Its main benefit over her other long-range buttons is that she can cancel it into other normals, mainly 6LL, 2H, or even 6E. This allows you to create easily hit confirmable, safe blockstrings, even while further away from the opponent.

Light Attack x3
6L
BLASTR Noko LLL.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
7 -3 1 M -

This move will generally force you to end your pressure, since it has lots of pushback on block. However, because of this, it leaves you at a comfortable range at which to play neutral.

This move doesn't have such a high vertical hitbox, which makes it slightly awkward to use in air conversions without implementing a delay.


Light Attack - Crouch
2L
BLASTR Noko 2L.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
400 6 -1 0 L -

Noko's speed, as well as 2L and its followups' range, make this move a threatening low in almost any situation. Noko can easily run in and out while poking with this move, conditioning opponents to block low so that you can start opening them up with her deadly instant overhead. Unlike 5L, however, this move doesn't link into anything on counter hit, so you'll probably want to immediately cancel this move into 6L or something else.


Heavy Attack
5H
BLASTR Noko 5H.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
9 -6 0 M -

???


Down Strike
6H
BLASTR Noko 6H.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
13 [44] -2 [-1] 3 [Launch] M -

Noko's 6H stands out as one of the only charged 6Hs that bounces the opponent off the ground rather than blasting them to the wall. This allows her to combo from it at any point on the screen, and midscreen routes that involve 6[H] do a hefty amount of damage. Aside from its combo potential, 6H has good range and links into 6HS regardless of charge, allowing you to score a good knockdown from just about any confirm.



Miserable Kick
4H
BLASTR Noko 4H.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
8 0 3 M -

Nothing about this move is miserable. It has more range than it appears to, has good startup, and very little recovery, making it a prime choice for the neutral game. 4H is a great move to buffer into specials, allowing you to easily punish the opponent for approaching while still remaining safe if they don't. Additionally, this move links into 2H on counterhit, and if you're willing to spend meter you can get massive damage from this confirm.

To top it all off, 4H is also Noko's only move other than 5L that's 0 on block. Noko players will often use 2L>4H in pressure since it can easily be hit confirmed, and if 4H is blocked Noko is left in a good position.


Crouching Heavy Attack
2H
BLASTR Noko 2H.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
8 -3 2 L -

2H is arguably Noko's most reliable poke. It's fast and has good range, but the important part is that this move has a gigantic cancel window. It's possible to hit confirm this move into something like 6S, but using Offensive Skill is even easier and leads to a very high damage combo. If 2H counterhits, then the confirm becomes even easier.


Cleave
3H
BLASTR Noko 3H.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
12 -2 1 M -

Although this move has a decent hitbox, its poor speed and recovery make it an unreliable option on its own. However, much like 2H, 3H also has a long cancel window, and it has better framedata on block, which means that it might have some utility in long ranged blockstrings. Otherwise, it's pretty useful as a combo extender.


Light Attack - Air
j.L
BLASTR Noko jL.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
5 7 12 H -

You'll rarely ever be jumping in with this move, but its speed and hitbox make it a reliable move to air-to-air with.

Elbow Strike
j.8L
BLASTR Noko j8L.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
5 7 9 H -

j.8L's primary use is as a combo tool. It's very fast, has high juggle potential, and hits in a good area above her, making it easy to extend combos with. Generally speaking, canceling j.8L into a delayed heavy air normal will allow Noko to continue her combo once she hits the ground.


Heavy Attack - Air
j.H
BLASTR Noko jH.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
7 7 16 H -

???

Horizontal Kick
j.8H
BLASTR Noko j8H.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
7 7 16 H -

???


Skull Splitter
j.2H
BLASTR Noko j2H.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
9 7 16 H -

j.2H has a gigantic hitbox under Noko. It can function similarly to Shovel Knight's infamous j.E; by super jumping forward and using j.2H immediately, Noko can rapidly close distance and gain advantage on block all at once.


Unique Attacks

Anti Air
5E
BLASTR Noko 5E.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
800 11 -4 0 M -

Noko doesn't have any other consistent anti airs, so 5E is always your best bet. This move actually has a really good vertical hitbox, but fails to reach opponents who are further away from you. By spending a meter to combo from this anti air, you can get huge damage, even midscreen.


Overhead
6E
BLASTR Noko 6E.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
800 21 -9 1 H -

Although Noko's primary overhead is j.2SE, 6E isn't as punishable and can combo into 5L on counter hit, making it a safer but also less rewarding option.


Knock Back
4E
BLASTR Noko 4E.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1200 16 -8 M -

Since Noko can combo from 6[H] regardless of screen position or meter, 4E is an amazing punish no matter what situation you're in. It's also pretty useful as a combo ender, and you can even get a safejump from it.


Sweep
2E
BLASTR Noko 2E.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
800 9 -6 L -

Noko already has a strong low option (2L) and can easily score knockdowns from her LLL autocombo, so this move doesn't really have much of a purpose. In certain situations, however, it can be used as a punish tool when 4E isn't fast enough.


Chase Attack
3E
BLASTR Noko 3E.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1500 12 OTG -

Noko can easily condition the opponent into doing delayed wakeups by using her j.2SE as oki. Similarly, if the opponent keeps doing delayed wakeups, punishing with 3E will force them to do normal wakeups more often, allowing Noko to harass with her deadly instant overhead without having to worry about wasting meter. She has no way to capitalize on a successful 3E without burning meter, but since she builds meter rather quickly this shouldn't be a problem.


Jumping Knock Back
j.E
BLASTR Noko j.E.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1200 17 7 H -

It's got a good hitbox, but not as potent of a jump in as j.2H. However, it's phenomenal as a safe jump, especially in the corner, where it's easy for her to capitalize off a j.E hit.


Skills

Universal Commands

Throw
BLASTR Noko Throw.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1500 7 N/A Knockdown UNB -

N/A


Offensive Skill
BLASTR Noko OS.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1000 8 -15 +30 M -

N/A


Offensive skill (Aerial)
BLASTR Noko OSA.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1000 6 -20 +17 M -

N/A


Defensive Skill
BLASTR Noko 4E.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
0 M -

N/A


Rising Attack
BLASTR Noko RA.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
500 10 -17 0 M -

N/A


Ultra Skills

Strategy

Offense

Defense

Neutral

Combos

Midscreen

Corner

Blade Strangers
General

ControlsFAQGlossarySystemUpdates

Characters

AliCurly BraceEmiko GunvoltHelenIsaacKawaseLinaLiongateMaster TNokoQuoteShovel KnightSolangeAban HawkinsPiaaSummer Kawase