Noctis: Difference between revisions

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== Punishment ==
== Punishment ==
{| class="wikitable"
{| class="wikitable"
|+ Punishment
|+ Standing Punishers
|-
|-
! Input !! Startup Frames !! Damage !! Frame Advantage
! Input !! Startup Frames !! Damage !! Frame Advantage
|-
|-
| 1,2   || i10 || 15 DMG || +6
| 1,2 || i10 || 15 DMG || +6
|-
|-
| 1,2,2 || i10 || 27 DMG || +1
| 1,2,2 || i10 || 27 DMG || +1
|-
|-
| B1,2   || i12 || 31 DMG || +7
| B1,2 || i12 || 31 DMG || +7
|-
|-
| B3,1   || i14 || 37 DMG || KND, WALLSPLAT (bad situation in the open)
| B3,1 || i14 || 37 DMG || KND, WALLSPLAT (bad situation in the open)
|-
|-
| DF2   || i15 || LAUNCH || Long range
| DF2 || i15 || LAUNCH || Long range
|-
|-
| F1+2   || i16 || 24 DMG || Use when DF2 whiffs
| F1+2 || i16 || 24 DMG || Use when DF2 whiffs
|-
|-
| b4,1+2 || i18 || 44 || Best punish for Rage Arts, always kills.
| b4,1+2 || i18 || 44 DMG || Best punish for Rage Arts, always kills.
|-
|-
| F2     || i20 || 33 DMG || Projectile, use when anything else would whiff
| F2 || i20 || 33 DMG || Projectile, use when anything else would whiff
|-
|-
|}
|}




Crouch punishment:
{| class="wikitable"
 
|+ Crouch Punishers
WS4   | i11 | 15 DMG | +5
|-
 
! Input !! Startup Frames !! Damage !! Frame Advantage
WS1,2  | i13 | 31 DMG | +2 (forces opponent into crouch)
|-
 
| WS4 || i11 || 15 DMG || +5
WS2,2  | i15 | LAUNCH | Screw
|-
 
| WS1,2  || i13 || 31 DMG || +2 (forces opponent into crouch)
FC DF1 | i16 | 25 DMG | Only use for wallsplat, otherwise do WS2,2
|-
 
| WS2,2  || i15 || LAUNCH || Screw
UF3 | i17 | LAUNCH |  
|-
| FC DF1 || i16 || 25 DMG || Only use for wallsplat, otherwise do WS2,2
|-
| UF3 || i17 || LAUNCH ||
|}


Punishment notes:
Punishment notes:

Revision as of 05:14, 9 May 2021

Noctis
Key techniques
  • delay FLY 2
  • dash jabs
Heat {{{heat}}}
Heat Smash {{{heatSmash}}}
Heat Engagers {{{heatEngagers}}}
Stances {{{stances}}}
Fastest
Launch i15 – df2
CH launch
  • i13 – uf1 (high)
  • i16 – ff1+2 (mid, homing)
Wall splat
  • i16 – ff1+2 (standing)
  • i17 – f4,2 (standing)
  • i18 FC df1 (crouching)
Archetypal moves
Parry b+1+3 (high or mid punches, kicks, and weapons)
Mid check
  • d/f+1 (standing)
  • df4 (standing)
  • ws4 (crouching)
Hopkick u/f+3
Power low d/b+2
Hellsweep
  • d4,1:1+2
Generic moves
Remapped (none)
Missing (none)
External links
Lore {{{lore}}}
Twitter #{{{twitter}}}
Discord [1]

Noctis Noctis excels at restricting the opponent’s movement with his key moves such as 2,2 which tracks to his left, DF4 and DB1,1+2 which track to his right and FF1+2 which is a homing, safe, long range, mid CH launcher that gives a free mix-up on normal hit. His block punishment is solid and he has access to some of the best whiff punishment in the game, with his range allowing him to punish many pushback moves other characters can only dream of punishing. His mids are some of the best in the game with FF1+2 being a contender for the best mid in the game. He has access to solid mix-ups with Maelstrom (D4,1,1+2) as a power low and his low poking game is pretty decent with D3, D2 and FC DF2. Noctis does require solid defense as you’re often gonna put yourself in disadvantageous situations, without access to tools such as a generic D1 or D4.

Punishment

Standing Punishers
Input Startup Frames Damage Frame Advantage
1,2 i10 15 DMG +6
1,2,2 i10 27 DMG +1
B1,2 i12 31 DMG +7
B3,1 i14 37 DMG KND, WALLSPLAT (bad situation in the open)
DF2 i15 LAUNCH Long range
F1+2 i16 24 DMG Use when DF2 whiffs
b4,1+2 i18 44 DMG Best punish for Rage Arts, always kills.
F2 i20 33 DMG Projectile, use when anything else would whiff


Crouch Punishers
Input Startup Frames Damage Frame Advantage
WS4 i11 15 DMG +5
WS1,2 i13 31 DMG +2 (forces opponent into crouch)
WS2,2 i15 LAUNCH Screw
FC DF1 i16 25 DMG Only use for wallsplat, otherwise do WS2,2
UF3 i17 LAUNCH

Punishment notes:

Generally, DF1,2 is gonna be better than the i14 punishes unless the opponent is at the wall where B3,1 gives a wallsplat into a wall combo.

B3,1 is generally a pretty bad punish in the open as it pushes the opponent far away while allowing them to backroll, putting you in a situation where they can step your WR1+2 after wake-up while you’re too far away to comfortably threaten their Side Step with FF1+2.

FC DF1 can be used as a punish against stagger lows in situations where WS2,2 doesn’t give a clean wallsplat.

Neutral

Key moves: 1: i10 | 7 DMG | +1 oB | +8 oH A standard jab, Noctis’ fastest move, has a good hitbox. Very cool.

DF1: i13 | 10 DMG | -1 oB | +7 oH One of the better DF1s in the game, it tracks decently to his left, chases the opponent rather well, has a solid hitbox and two follow-ups, both of which can be ducked to either evade or block it.

2,2: i15 | 22 DMG | -9 oB | +6 oH His best mid poke and a good pressure tool, tracks well to his left (will catch most characters in many situations). On block you can scare people away from pressing with 2,2,F2 which launches on CH. All the follow-ups are also delayable. The move shouldn’t ever be used against Yoshimitsu as he can punish the move on block with his flash which also interrupts 2,2,F2, making 2,2,2,2 and 2,2,B2 the only ways to punish him for it, both options however are unsafe as both can be ducked allowing you to WS punish the 2,2,2,2 and block punish 2,2,B2 as it’s -11 oB.

2,2,F2: i23 |23 DMG| -14 oB | +5 oH, wallsplats | CH launch (screw) The most important extension from 2,2, when not delayed, it cannot be interrupted, armoured through, side stepped (with few exceptions*) or even parried by most parries in the game, only exceptions being Jin, Geese, Noctis and Leroy. This is the extension to make people respect your 2,2 oB as other extensions are lower reward for higher risk. -14 oB however can mean death against characters that can launch it, so be mindful of who you’re facing. Yoshimitsu can also OS it by flashing after 2,2 oB which launches 2,2 and interrupts 2,2,F2, making it (and 2,2 in general) pretty much useless in the match-up.

  • Kuni, Chloe, Ling, Eliza, Josie can step it reliably while Leo and Lei can sometimes step it.

DF4,2: i14-15 | 29 DMG |-2 oB |+8 oH Another good mid poke string, tracks to his right complementing 2,2 well, mid high, first hit is -7 oB with the follow-up hit being delayable and fully hit confirmable. Avoid throwing out the extension on block as it can be ducked and WS punished, although it can be occasionally used to discourage people from taking their turn, it’s very risky. On hit it leaves you rather close to the opponent, close enough to go for Maelstrom as a low mix-up in most cases.

DB1,1+2: i15 |27 DMG | -5 oB | +6 oH Yet another good mid poke that tracks to his right with the second hit straight up realigning Noctis 90 degrees, the follow-up is delayable and somewhat hit confirmable (delaying too long makes it blockable), both hits of the string are safe. The move hits really low and can pick up many low-profile stances, allowing for a small float combo.

WR1+2: i23 (WR input) | 25 DMG | +11 oB | Launch A good long range approach tool, has more pushback than you’d think making many moves whiff if you hit the opponent oB from further away. FF1+2 after WR1+2 is uninterruptible, it will catch stepping and CH launch pressing (and armours if you’re fast enough), effectively making WR1+2/FF1+2 after WR1+2 oB a 50/50 with the only option that doesn’t possibly kill you being just blocking.

FF1+2: i15 (FF input) | 20 DMG | -9 oB | +10 oH | CH launch (screw) Shadow Scissors. Possibly the best mid in the game, it’s a long range, homing, wallsplatting, safe on block CH launcher that gives a free 50/50 on normal hit and can occasionally evade some high hitting moves. FF input makes it at least i16 when performed perfectly (you need at least one frame to start the forward dash).

D3: i16 | 13 DMG | -13 oB | -2 oH | Crouch State ~i6 A good low poke with great tracking to both sides, can be scary to low parry due to D2’s existence making it safer than you might expect if you use them both together. On hit you’re -2 crouching, which is enough to step or backdash some moves which can make people respect you after it, allowing you to start your Fullcrouch game. Crushes highs and is pretty fast making it a good option to go for in defensive situations.

D2: i20 | 15 DMG | -15 oB | 0 oH Long range low poke, can’t be low parried as it’s a weapon move, has a follow-up (D2,2, high) which launches on CH making it scary to actually punish it or challenge after it, unless the opponent has an Option Select for it. When used together with D3 it can make the other low safer by discouraging people from low parrying.

UF1: i13-14 | 17 DMG | -4 oB | +8 oH | CH launch An incredible Counter Hit tool, it being only -4 oB with a lot of pushback makes it a great tool to get people off of you as it creates enough distance to force them to get in again. Something something.

D4,1,1+2: i19 | 39 DMG | -31 oB | KND Maelstrom. A damaging low with a decent Clean Hit range (1.79 being max). It can not be backdashed out of in some situations, allowing you to mix it up with any of Noctis’ powerful mids.


Other moves worth noting: DF1,2: i13 | 35 DMG | -12 oB | KND, NC One of the two DF1 extensions, natural, making it a good i13 punish, being even better than his i14 punishes. Can be used like Kazumi’s DF1,2 to discourage the opponent from taking their turn after DF1 oB.

DF1,4: i13 | 30 DMG | -5 oB | KND, Wallsplat, Jumping State, NCC, Delayable The second DF1 extension, high, natural on Counter Hit, can be twitch confirmed although it’s hard, gives a clean wallsplat for a full wall combo.

SS2: i18 | 21 DMG | 0 oB | +5 oH | Forces Crouch, CH KND On Counter Hit gives a free DB1+2 for free damage. Axcestial please help me with this one.

DB4: i17 | 9 DMG | -12 oB | -1 oH Round finisher low, being only -12 is its only redeeming quality, making it somewhat useful versus characters that have i13 WS launchers.

UF2: i30 | 21 DMG | -8 oB (Forces Crouch) | Launcher Overall bad orbital but the range can occasionally make it useful.

DB2: i24 | 20 DMG | -19 oB | KND Masku.


External links