Noctis |
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Key moves:
1 Jab:
i10 | 7 DMG | +1 oB | +8 oH
A standard jab, Noctisâ 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 shouldnât 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 itâs -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 youâre 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, itâs 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 youâd 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 youâre fast enough), effectively making WR1+2/FF1+2 after WR1+2 oB a 50/50 with the only option that doesnât 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, itâs 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 D2âs existence making it safer than you might expect if you use them both together. On hit youâre -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, canât be low parried as itâs 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 Noctisâ 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 Kazumiâs 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 itâs 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 (e.g. Josie, Kazuya)
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.