Blade Strangers/Noko

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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
850 9 -6 0 M -

A step-in normal that is good for confirming into either Light Pile Driver or any version of Rekka. It doesn't have a good vertical hitbox, but it's possible to confirm it into Heavy Pile Driver if the opponent is in the air at a reasonable height.


Down Shoot
6H
BLASTR Noko 6H.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1050 [1400] 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.



Broad-Axe Kick
4H
BLASTR Noko 4H.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
750 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.


Heavy Attack - Crouch
2H
BLASTR Noko 2H.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
700 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.


Clean Sweep
3H
BLASTR Noko 3H.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
850 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
400 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
450 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
750 7 7 16 H -

A jump-in that can cross up.

Level Kick
j.8H
BLASTR Noko j8H.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
750 7 7 16 H -

Since Noko is one of the only characters that can chain her air normals, this attack makes for an excellent combo extender for juggles. This attack sends the opponent at a high trajectory to allow Noko to follow up with some of her slower attacks.


Skull Splitter
j.2H
BLASTR Noko j2H.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
850 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 Attack
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 Attack
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.


Low Attack
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.


Down 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.


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

Pile Combination
5S/HS/SE x3
BLASTR Noko 5S.png
Definitely Not A Rekka
Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Light 400, 500, 900; All Hits-1430 16 -2, -7, -13 1, -2, 2 M -

First hit is -2 on block so its safe, but the rest of the hits are very punishable. Good for pressuring the opponent.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Heavy 800, 500, 900; All Hits-1830 -6, -7, -13 -3, -2, 2 M -

Travels farther and does more damage, but all hits are unsafe if blocked.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
EX 1900 9 -8 4 M -

Leaves you +4 on hit, so a great pressure tool to use on the offense, but costs 1/2 a bar and unsafe if blocked.


Pile Drive
6S/HS/SE
BLASTR Noko 6S.png
Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Light 1000 10 -4 0 M -

Fast attack to keep the opponent pressured and useful for corner juggles. Noko is left in a good position on hit and block.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Heavy 1600 20 -2 Knockdown M -

Has a bit of start up but travels far and knocks down. Even safer on block compared to 6S and one of Noko's more damaging combo enders. Can only be confirmed off of 6H and 5H if you're ending a juggle.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
EX 1200 9 -15 Wallbounce M -

Travels fairly far and quick and wall-bounces in the corner. Projectile Invulnerable so it can phase right past any projectile if timed correctly, but You're left in a very bad position if blocked.


Fake Smash
4S/HS/SE
BLASTR Noko 4S.png
"So, this character's like Slayer, right?"
Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Light 800 21 -4 2 M -

Noko dashes back instantly and follows up with a quick swipe. Good tool to use to keep the opponent conditioned and can be combo'd off counter hit. Safe on both hit and block.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Heavy 1200 30 -10 5 M -

Has more start up but dashes back even farther. Crumples on counter hit. There is a blind spot right in front of Noko that the opponent can take advantage of by walking/running in front of the attack. Unsafe on block.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
EX 1000 23 -4 6 M -

Faster version of 4HS. Can combo off it regularly and crumples on counter hit. Very unsafe on block.


Plasma Collider
6S/HS/SE
BLASTR Noko 2S.png
Building Meter 101
Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Light 600 5 -5 -4 M -

Noko's fastest attack. Primarily used as a meter building tool but can also be used to stuff the opponent's buttons. Since its -4 on hit, Noko loses her turn and is unsafe if blocked, but is plus on counter hit.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Heavy 800 16 -5 1 M -

Your main juggle tool for both mid-screen and corner combos.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
EX 800 10 -13 Launch M -

Launches and costs 1/2 a bar to use, but Noko has to be touching the opponent in order to get the launch. The 2nd hit can be used as an anti-air but it deals 200 damage, so you're better off spending 1 bar to use on Offensive Skill if you want to launch the opponent.


Pile Drive (Aerial)
j.S/HS/SE
BLASTR Noko j.S.png
Everything you loved about Pile Drive, now in the air!
Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Light 800 8 -7 -1 M -

Same as the standing variant, but Noko stops all aerial momentum when using this move and is unsafe on block.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Heavy 1400 24 -8 Knockdown M -

Same as the standing variant, but more unsafe on block.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
EX 1000 10 -12 Wallbounce M -

Same as the standing variant minus the projectile invulnerability. Unsafe on block.


Anti-Air Pile Drive (Aerial)
j.2S/HS/SE
BLASTR Noko j.2S.png
Use the EX version
Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Light 800 10 -8 -2 M -

Pile Driver but angled downwards. Hits overhead. Unsafe on block.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Heavy 1400 18 -10 Knockdown M -

Heavy Pile Driver but angled downwards. Hits overhead. Unsafe on block.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
EX 1000 12 -14 Launch M -

Your best tool in your entire kit. An instant overhead that launches and is one of your many gateways into big damage. Condition the opponent to block low with 2L and let this bad boy rip when you see the opportunity. VERY unsafe if blocked.


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

Plasma Field
5HSE
BLASTR Noko 5HSE.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
2400 (3400) 10 -20 Knockdown M -

Has fairly quick start up and has a vacuum windbox that pulls the opponent in. Lacks any type of invulnerability so not recommended as a reversal option. Use if you want to net in some extra damage or end a round. Left in a very bad position if blocked.


Hyper Accelerator
2HSE
BLASTR Noko 2HSE.png
OVERACCEL
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
3000 (4500) 15 -18 Knockdown M -

One of Noko's better reversal options since its quick and has invulnerability. Does good damage for a super but it swaps sides. Left in a very bad position if blocked or whiffed.


Strategy

Offense

Defense

Neutral

Combos

Optimal Combo Doc

Midscreen

Corner

Blade Strangers
General

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