Melty Blood/MBTL/Dead Apostle Noel: Difference between revisions

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Revision as of 12:18, 22 February 2022

Story

A certain executor who has become a dead apostle. She now appears as a girl at her most lovely, who has also acquired the Mystic Eyes of Roses in addition to the abilities of a dead apostle. She is able to forcefully remove the soul of her target and lock them away in her Mystic Eyes of Roses, where they experience an unending nightmare. Not only that, but she is also able to manipulate a large number of spears (bells) in a battle style evocative of a dancing butterfly.

Gameplay

Dead Apostle Noel (DA-Noel or DAN for short) is a high-mobility projectile zoner/trap setplay character.

Available as a free DLC alongside Aoko since 13 Jan 2022, this "corrupted" version of Noel cranks her mix-up and okizeme game to eleven. Central to her gameplay are her projectile "nails" with an option to either follow-up with more nails, delay the launch or dashing in. Combined with that are the "spikes" that can be remotely detonated for okizeme, area-denial or combo extension. Her movement is also great, with a ridiculously far airdash and various movement options from her special attacks, letting her weave in and out of opponent's reach and land punish out of almost any stray hits.

She trades all that with middling mid-range normals (her main poke being 5C, which only covers a low angle), forcing DA-Noel to commit fully in mid-screen neutral with her special attacks, an act that can get her blown up if she guesses her opponent's reaction wrong. She can be terrifying in the right hands, but one must have caution when dealing with a devil.

Strengths Weaknesses
  • Extremely dominant in neutral, with more than enough setplay/zoning tools to go around.
  • Large neutral buttons with 5C, 2C, and 2B.
  • Nasty anti-air, air-to-air, and air-to-ground buttons with 5B, jB, and j[C] respectively.
  • Okizeme out the ass, with moves like 214X, 22X, and 236[X].
  • Small size and high speed make her very elusive in neutral.
  • Many of her far-reaching normals are very committal, with 5C and 2C having extremely low hitboxes.
  • Can be heavily punished for mistiming nails, especially against characters with good projectiles or fullscreen EX moves.

Character Summary

Move list

Moon Skills
6B+C - Skewered Pigeon (Air OK)
3B+C - Noel Somerneige
4B+C - Skewered Pork
2B+C - Dazzling Echo
j.4B+C - Unfortunate Rain
Special Attacks
236A/B/C (EX OK) - Skewered Pigeon
> A/B/C - Additional input 1
> 4A/B/C - Additional input 2
623A/B/C (EX OK) - Noel Somerneige
214A/B/C (EX OK) - Skewered Pork
22A/B/C (EX OK) - Dazzling Echo
j.236A/B/C (EX OK) - Skewered Pigeon
> A/B/C - Additional input 1
> 4A/B/C - Additional input 2
j.214A/B/C (EX OK) - Unfortunate Rain
Arc Drives
236B+C - Pest Control Expert Paranodahlia
Last Arc
A+B+C+D / D in Blood Heat - Sleeping Rose Princess Rozay-en
Unique Attacks
6C, 3C
Blowback Edge Moves
5[C], 6[C], j.[C], 236[A] (Air OK), 236[B] (Air OK), 22[A], 22[B], j.214[A], j.214[B]
Stats & vitals

Dash startup: 5

Dash actionable: 9

Jump startup: 4

Jump airtime: 38

Quick combo reference

Coming soon.

MBTL Danoel Art.png

Move Analysis

Normal Moves

Standing Normals

5A
5A
5A
MBTL da noel 5A.png
MBTL da noel 5A hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
180 LH -SE-, -N-, -SP-, -CH-, -EX-, -MD-, (J) - - Strike
First Active Active Recovery Overall Advantage Invul
5 2 12 18 -2 -
A short range stab with her bell, good for rebeat pressure as it has low recovery and can be cancelled on whiff into shield. Sees limited use outside of that though.
5B
5B
5B
MBTL da noel 5b.png
MBTL da noel 5b hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
480 LH N, RB, SP, MS, EX, (J) - - Strike
First Active Active Recovery Overall Advantage Invul
7 3 19 28 -7 -
A slash upwards, it has some great vertical range which is good at catching jumps that are on top of you, anti-airing or combos. However, it doesn't have any horizontal range making it bad in pressure strings.
5C
5C
5C
MBTL da noel 5c.png
MBTL da noel 5c hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
610 LH N, RB, SP, MS, EX, (J) - - Strike
First Active Active Recovery Overall Advantage Invul
11 4 22 36 -9 -
DA Noel thrusts her bell forward. Moves you forward slightly. Great range and rebeating allows you to go for throw, however it has poor recovery making you vulnerable on whiff.
5[C]
5[C]
+UNI Input Hold.png[C]
MBTL da noel 5c be.png
MBTL da noel 5c be hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
610, 480 (1032) LH N, RB, SP, MS, EX, (J) V (Second Hit) - Strike
First Active Active Recovery Overall Advantage Invul
22 2 (10) 4 17 54 -4 Clash 16-21
Charged version of 5C has more reach than the animation implies and has a second hit where DA Noel pulls her bell back, vacuuming the opponent. This makes rebeating into throw better as you pull the opponent closer to you and also makes it useful in combos.

Crouching Normals

2A
2A
2+A
MBTL da noel 2A.png
MBTL da noel 2A hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
140 L -SE-, -N-, RB, -SP-, -EX-, -MD-, (J) - - Strike
First Active Active Recovery Overall Advantage Invul
6 2 11 18 -1 -
DA Noel thrusts her bell downward, functions similarly to her 5A however hits low and is 1 frame slower.
2B
2B
2+B
MBTL da noel 2B.png
MBTL da noel 2B hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
420 L N, RB, SP, MS, EX, MD, (J) - - Strike
First Active Active Recovery Overall Advantage Invul
8 4 20 31 -9 -
Hits mid. Has great horizontal range and decent vertical range, allowing it to beat low airdashes and lead into full combos. Has decent recovery and good proration.
2C
2C
2+C
MBTL da noel 2C.png
MBTL da noel 2C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
620 L N, RB, SP, MS, EX, MD, (J) L - Strike
First Active Active Recovery Overall Advantage Invul
11 4 22 36 -9 -
DA Noel performs a giant sweep with her bell. The button covers a huge amount of space, about half-screen, It leads to full conversions on hit as well. However, it has 11F of start-up as well as having a long recovery like 5C and 5[C]. Use with caution but it's still a useful button.

Jumping Normals

j.A
jA
Aerial A
MBTL da noel jA.png
MBTL da noel jA hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
140 HA SE, N, RB, SP, MS, EX, MD, J - - Strike, Air
First Active Active Recovery Overall Advantage Invul
6 4 11 20 - -
DA Noel slaps her hand out. Unlike most of the cast her j.A is 6F instead of 5F, however this isn't as bad as it sounds. It covers a good amount of horizontal range and is still relatively fast, making it a great air-to-air tool. It doesn't below her.
j.B
jB
Aerial B
MBTL da noel jB.png
MBTL da noel jB hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
400 HA N, RB, SP, MS, EX, MD, J - - Strike, Air
First Active Active Recovery Overall Advantage Invul
10 4 - - - -
DA Noel swings her bell upward. This is a great button, it covers a good amount of both horizontal and vertical range and hits behind her which allows to be used as a pressure tool or a good jump-in/air to ground button. However, keep in mind that the move only hits below her later into it's active frames.
j.C
jC
Aerial C
MBTL da noel jC.png
MBTL da noel jC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
560 HA N, RB, SP, MS, EX, MD, J - - Strike, Air
First Active Active Recovery Overall Advantage Invul
11 4 - - - -
DA Noel thrusts her bell downward. Has a considerable amount of startup but hits very deep and can be used to punish stand teching or low shielding rewardingly.
j.[C]
j[C]
Aerial UNI Input Hold.png[C]
MBTL da noel jC be.png
MBTL da noel jC be hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
900 HA N, RB, SP, MS, EX, MD, J L, GB - Strike, Air
First Active Active Recovery Overall Advantage Invul
20 4 - - - Clash 16-19
Has quite a long start-up and the clash frames come in later into the move. Ground-bounces on hit which allows for easy conversions.

Command Normals

6C
6C
Cloche
6+C
MBTL da noel 6C.png
MBTL da noel 6C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
700 LHA SP, MS, EX, MD L - Projectile
First Active Active Recovery Overall Advantage Invul
11 - 24 35 -8 -
  • Projectile
DA Noel hops backward before firing a bell in a straight line, travels somewhat slowly. It has faster startup and less recovery than the 236X series which allows to be a safer option in neutral. Charged version of the move moves way faster as well as wallbouncing. 5[C] -> delay 6C -> 623A can be done if close enough to opponents after any start and can lead into a combo.
3C
3C
3+C
MBTL da noel 3C.png
Stubbier than your average 3C
MBTL da noel 3C hb.png
Stubbier than your average 3C
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
700 LH SP, MS, EX, MD LR - Strike
First Active Active Recovery Overall Advantage Invul
10 3 25 37 -11 Air 5-12
DA Noel kicks upward. Is a stubbier 3C than usually as it has small horizontal and vertical range. At medium range, it can punish a b follow-up pretty easily after shielding a 6C. Situational anti-air.

Universal Mechanics

Rapid Beat 2
Rapid Beat 2
X>X
Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
Lua error in Module:MoveDataParser at line 86: attempt to index field '?' (a nil value).
Hitboxes Off
Hitboxes On
No results Moves her forward as per usual.
Rapid Beat 3
Rapid Beat 3
X>X>X
Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
Lua error in Module:MoveDataParser at line 86: attempt to index field '?' (a nil value).
Hitboxes Off
Hitboxes On
No results
  • Same animation as 3C
Ground Throw
throw
4/6+A+D
MBTL da noel throw.png
Leaves the opponent close to you
MBTL da noel ground throw hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
750, 750 (1500) U - HK - Throw
First Active Active Recovery Overall Advantage Invul
4 3 19 25 +55 -
DA Noel stabs the opponent and drags them close to her. It leaves the opponent really close to her which is part of the reason why her post-throw oki is so strong. Some examples include 236[X] and the 214X series.
Air Throw
airthrow
Aerial 4/6+A+D
MBTL da noel airthrow.png
MBTL da noel airthrow hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1200 U (J) HK - Throw
First Active Active Recovery Overall Advantage Invul
1 3 12L - - -
  • Universal air combo ender.
  • If you still have your jump and air dash, you can jump cancel the recovery and air dash towards your opponent to meaty them with a falling air normal.
DA Noel stomps the opponent to the ground before jumping backward. Since she jumps backwards she can't just do one jump cancel and get mix like Hisui's air throw but it still gives her enough time to airdash forward and start mix from there. For an example, airdash into a falling air normal or airdash into throw.

Special Moves

Skewered Pigeon
Skewered Pigeon
236+X
MBTL da noel 236A.png
A version: Shoots the bells at a angle
MBTL da noel 236A be.png
[X]: Causes the bells to stand in place after firing after a brief pause
MBTL da noel 236AX.png
236XX: A dash forward that deals damage
MBTL da noel 236B.png
B version: Fires the bells in a straight line
MBTL da noel 236C.png
C version: DA Noel floats back before firing 3 sets of bells at a angle
MBTL da noel 236A hb.png
MBTL da noel 236A be hb.png
MBTL da noel 236AX hb.png
MBTL da noel 236B hb.png
MBTL da noel 236C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
370*3 (1020) LHA CH, EX + L - Projectile
First Active Active Recovery Overall Advantage Invul
12 - 40 52 -8 (min) -
  • DA Noel Summons a bunch of bells before moving backwards and firing them forward. All versions have long recovery and easily shieldable.

The A version causes the bells to be fired at a angle, which makes not travel as far as the B version but it doesn't whiff on crouchers.

Damage Guard Cancel Property Cost Attribute
400*5 (1692) LHA CH, EX+ L - Projectile
First Active Active Recovery Overall Advantage Invul
68 - - 51 + a lot -
  • Charging 236X causes the bells to stay in place before firing.

Useful for oki after throw. In the corner throw -> 236[A] easy way to set up a mix-up. She can either dash up low shield and continue her pressure after the 236[A] is blocked or run a mix-up between dash throw/2A/IAD j.C/4BC/2C. However, keep in mind the opponent can mash on any of the options outside of 2C. You can also use the hold version to try and bait a shield follow-up and punish with either 3BC or 2BC but you don't get anything from this if your to far or don't have meter.

Damage Guard Cancel Property Cost Attribute
400*3 (1104) LHA CH, EX+ L, WB - Projectile
First Active Active Recovery Overall Advantage Invul
12 - 37 49 -5 (min) -

236B cause the bells to be shot in a straight line, a more traditional fireball.

Damage Guard Cancel Property Cost Attribute
400*5 (1692) LHA CH, EX+ L , WB, - Projectile
First Active Active Recovery Overall Advantage Invul
68 - - 46 + a lot -
  • Whiffs on crouchers

Also used for oki after throw. Since it whiffs crouchers, low shield and forward dash it doesn't cover the same options as throw -> 236[A] but she can get a meaty 2C or throw. She can also do this midscreen unlike 236[A]

Damage Guard Cancel Property Cost Attribute
490 LHA -EX-, -MD- L - Strike
First Active Active Recovery Overall Advantage Invul
14 3 30 46 -8 -
Damage Guard Cancel Property Cost Attribute
- - - L - Strike
First Active Active Recovery Overall Advantage Invul
- - - - -8 -
  • 236XX is a dash forward that is also an attack. Doesn't travel as far as it seems.
  • 236X4X makes DA Noel jump into the air and use her j.214X special.

The X follow-up can be punished on block, so either be careful about using it in pressure or have resources to cancel it with MD or EX moves. Good combo filler. Can be used to cross-up if you delay it slightly after 236X. If 236X gets air-blocked from around mid to half-screen, you can cancel into the X follow-up and cancel into 22C for a air unblockable (similar to Vlov/Roa AUB).

4X followup doesn't see that much use on the ground, can be used to bait people into mashing after 236X if your close enough. Both follow-ups if delayed can be fuzzy jumped and punished.

Damage Guard Cancel Property Cost Attribute
230*15 (2021) LHA (MD) L, HK 1 Magic Circuit Projectile
First Active Active Recovery Overall Advantage Invul
4+7 X (23) X (23) X 29 88 +16 -
  • DA Noel floats backwards into the air before firing 3 sets of bells at a angle.
Mainly used as a combo ender cause it grants HKD and is easy to combo into. After this she can do normal run-up 2A oki.
Noel Somerneige
Noel Somerneige
When the zoner has a DP
623+X
MBTL da noel 623A.png
A version has no invul but is a combo tool
MBTL da noel 623B.png
B version is a really slow DP
MBTL da noel 623C.png
EX Version is a fast DP
MBTL da noel 623A hb.png
MBTL da noel 623B hb.png
MBTL da noel 623C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
330*3, 360 (1225) LH -EX-, -MD-, (J) L - Strike
First Active Active Recovery Overall Advantage Invul
10 12 31 52 -17 -
  • DA Noel places the bell she's holding on the ground and then does some acrobatics on it.

Like most DP's, A version doesn't have any invul on it. Is seen in combos as she can jump cancel or high jump cancel afterwards to continue the combo.

Damage Guard Cancel Property Cost Attribute
360*4 (1270) LH (EX) (MD) L - Strike
First Active Active Recovery Overall Advantage Invul
9 15 39 62 -31 1-12 All

B version is a reversal however it is very slow. It is beaten by heat OS (Meaty 5/2A - 5/2BD) since it's so slow. However, it does have some good horizontal range, use with extreme caution.

Damage Guard Cancel Property Cost Attribute
2147 LH (MD) L, HK 1 Magic Circuit Strike
First Active Active Recovery Overall Advantage Invul
4+3 11 (9) 13 39 78 -40 1-24 All
DA Noel performs to sets of acrobatics, as well as the moves start-up being much faster.
Skewered Pork
Skewered Pork
214+X
MBTL da noel 214A.png
MBTL da noel 214B.png
MBTL da noel 214C.png
MBTL da noel 214A fb hb 2.png
MBTL da noel 214B fb hb 2.png
MBTL da noel 214C fb hb 2.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
370*3 (1009) LHA EX+ L, GB, SK - Projectile
First Active Active Recovery Overall Advantage Invul
18, 31 - - 49 +2 / +15 -
  • DA Noel jumps backwards before two bell fall from the sky and embed in the ground. Commonly referred to as bell set.
  • The initial hitbox will only connect on airborne opponents, while the second hits very low to the ground as the bells land.
  • The set bells don't do anything on their own but interact with her 22X series.

DA Noel main setplay move, incredibly strong. A version summons the two bells closer to her. All 3 versions are extremely plus on block if hit meaty (ex. after air throw), and can be used to bait throw with the step back. 5A(whiff) -> 22[A] is a easy mix up after 214X that can not be shielded.

Damage Guard Cancel Property Cost Attribute
380*3 (1036) LHA EX+ L, GB, SK - Projectile
First Active Active Recovery Overall Advantage Invul
20, 43 - - 55 -2 / +21 -
  • B sets them farther than A and hits slightly later.

B version summons the bells much farther from her. Doesn't hit in front of DA Noel so if you want to punish throw you have to be aware of the spacing. If spaced correctly, this version is completely unpunishable on shield since it hits so far.

Damage Guard Cancel Property Cost Attribute
900*3 (2241) LHA (MD/AD) L, GB, HK 1 Magic Circuit Projectile
First Active Active Recovery Overall Advantage Invul
4 + 9, 15, 21 - - 37 +13 / +19 / +25 -
EX Version drops 3 bells in-between A and B version. A really good combo ender as it sets up the bells before HKD. Afterwards you can go for a low airdash delay 236[A] as oki. You can throw before the 236[A] hits or 2A to call-out stand shield.
Dazzling Echo
Dazzling Echo
22+X
MBTL da noel 22A.png
The aura from the bell that DA Noel is holding is still an attack, but the aura is spawned from any bells that were placed by 214X
MBTL da noel 22A be.png
A version cause the aura to move from left to right, B version causes the aura to move right to left
MBTL da noel 22B.png
22[X] causes the aura on the set bells to be bigger and delayed
MBTL da noel 22B be.png
MBTL da noel 22C.png
EX version causes the aura to happen on all the bells simultaneously and doesn't break them
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
600, 300 (858) LH EX+, (J) L, SK - Strike
First Active Active Recovery Overall Advantage Invul
9 (13, 43, 73) 2 (1) 10 29 50 -11 -
  • Noel raises her bell she's holding into the air for a magical attack. This attack is air unblockable, but will whiff on crouching opponents.
  • Detonates all set bells placed on the screen from 214x and 4BC, launching opponents into the air on hit.
  • The set bells shatter after using 22A/B
  • Commonly referred to as bell activation.

A version causes the leftmost set bells to detonate before moving to the right.

Damage Guard Cancel Property Cost Attribute
680, 300 (938) LH EX+, (J) L, SK - Strike
First Active Active Recovery Overall Advantage Invul
18 (32, 67, 102) 2 (1) 10 31 61 -16 -
  • Charged version gives larger detonation hitboxes and delays the detonation. Really oppressive after a good knockdown, leads into strike/throw mix to bait shields. Don't charge detonate if your opponent is close to you and the recovery is to slow to be safe from a BC follow-up.
Damage Guard Cancel Property Cost Attribute
650, 300 (908) LH EX+, (J) L, SK - Strike
First Active Active Recovery Overall Advantage Invul
15 (34, 64, 94) 2 (1) 10 18 45 0 -

B version causes the rightmost set bell to detonate before moving to the left, pulling opponents in on block.

Damage Guard Cancel Property Cost Attribute
710, 300 (968) LH EX+, (J) L, SK - Strike
First Active Active Recovery Overall Advantage Invul
23 (52, 87, 122) 2 (1) 10 18 53 -3 -

Charing the B version gives the same effects as the charring the A version.

Damage Guard Cancel Property Cost Attribute
700, 350*5 (2018) + 210*5 per bell LH (MD/AD) L, HK - Strike
First Active Active Recovery Overall Advantage Invul
4 + 5 (9) 2 (1) 10 18 39 +13 -
  • Has a much larger hitbox and thus does not whiff on crouchers.
  • Detonates all set bells placed on the screen from 214x and 4BC at the same time, and does not remove them from the screen. Detonation hitboxes pull opponents inwards on block.
Is +13 on block, which is why 236A~A -> 22C a great way to get in. Can be shielded though.
Skewered Pigeon (air)
Skewered Pigeon (air)
Aerial 236+X
MBTL da noel j236A.png
236X but in the air
MBTL da noel j236A be.png
MBTL da noel j236AX.png
MBTL da noel j236B.png
MBTL da noel j236C.png
Zamasu vibes
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
370*3 (1020) LHA CH, EX+ L, SK - Projectile
First Active Active Recovery Overall Advantage Invul
12 - 12L - -4 (TK) -
  • Functions similarly to grounded version

Throws bells at a angle. Air version is a lot more situational as it has a lot of landing recovery which makes it easy to punish. Good combo extender when you have decent proration and can be jump cancelled on hit.

Damage Guard Cancel Property Cost Attribute
400*5 (1692) LHA CH, EX+ L, SK - Projectile
First Active Active Recovery Overall Advantage Invul
68 - 12L - - -
  • Oki tool

Typically used after 214C or 236BC in the corner, j.236[A] oki can be used to bait shield follow-ups and punishing them since the move has no recovery. Be careful with it however as it gives them free meter when shielded. DA Noel can also just throw the opponent before the bells hit them. Can also be used to extend air-time to avoid active moves like Aoko's charged beams.

Damage Guard Cancel Property Cost Attribute
400*3 (1104) LHA CH, EX+ L, WB, SK - Projectile
First Active Active Recovery Overall Advantage Invul
12 - 12L - -3 (TK) -

Throws bells in a straight line, whiffs on crouchers and is also situational like the A version.

Damage Guard Cancel Property Cost Attribute
400*5 (1692) LHA CH, EX+ L, WB - Projectile
First Active Active Recovery Overall Advantage Invul
68 - 12L - - -

Similar to j.236[A] but whiffs on crouchers.

Damage Guard Cancel Property Cost Attribute
480 LHA EX+, (J) L - Strike
First Active Active Recovery Overall Advantage Invul
14 2 12L - - -

X follow up is typically only used as a combo extender as using it neutral is a really easy punish. Can be MDCed at a specific range for left/right mix ups. 4X follow-up is also good combo fodder for good starters but doesn't see too much use outside of that.

Damage Guard Cancel Property Cost Attribute
480 LHA EX+, (J) L - Strike
First Active Active Recovery Overall Advantage Invul
14 2 12L - -5 (min, TK) -

X follow up is typically only used as a combo extender as using it neutral is a really easy punish. Can be MDCed at a specific range for left/right mix ups. 4X follow-up is also good combo fodder for good starters but doesn't see too much use outside of that.

Damage Guard Cancel Property Cost Attribute
230*15 (2021) LHA (MD) L, HK 1 Magic Circuit Projectile
First Active Active Recovery Overall Advantage Invul
4+5 X (23) X (23) X 12L - +21 (TK) -
Works the same as the grounded version but is in the air. Also situational.
Unfortunate Rain
Unfortunate Rain
Aerial 214+X
MBTL da noel j214A.png
Jumps upwards
MBTL da noel j214B.png
Jumps backwards
MBTL da noel j214C.png
Combo ender
MBTL da noel j214A hb.png
MBTL da noel j214B hb.png
MBTL da noel j214C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
400*3 (1104) LHA EX+ L, GB, SK - Projectile
First Active Active Recovery Overall Advantage Invul
16 - 10L - +8 (TK, crouching) -
  • DA Noel changes her air trajectory before throwing bells down at a very steep angle.

A version has DA Noel jump upwards before throwing the bells, can be TK'ed to bait throws. Can also be used in a combo extender when done close to the ground depending on your route.

Damage Guard Cancel Property Cost Attribute
400*5 (1692) LHA J, EX+ L, GB, SK - Projectile
First Active Active Recovery Overall Advantage Invul
70 - 10L - + a lot -
  • Similarly to the 236[x] series, The bells that DA Noel stand in place before firing. Jump and airdash cancellable on whiff.

The move being jump and airdash cancellable leads to annoying neutral for the opponent.

Damage Guard Cancel Property Cost Attribute
400*3 (1104) LHA EX+ L, GB, SK - Projectile
First Active Active Recovery Overall Advantage Invul
18 - 10L - +14 (TK, crouching) -

B version has DA Noel jump backward before firing the bells. Similar to A version.

Damage Guard Cancel Property Cost Attribute
400*5 (1692) LHA J, EX+ L, GB, SK - Projectile
First Active Active Recovery Overall Advantage Invul
74 - 10L - + a lot -

Similar to [A] version.

Damage Guard Cancel Property Cost Attribute
400*5 (1692) LHA J, (MD) L, HK 1 Magic Circuit Projectile
First Active Active Recovery Overall Advantage Invul
4+9 - 10L - - -
DA Noel jumps back and fires 3 sets of bells at a steep angle. Can be a bit tricky to combo into due to the steepness but is her best combo ender by far as it always leads to HKD and does the most damage of her enders.

Moon Skills

Skewered Pigeon
Skewered Pigeon
6+B+C
MBTL da noel 6BC.png
Air version is very similar
MBTL da noel 6BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
280*5 (1233) LHA (EX+) L, WB, SK 3 Moon Icons Projectile
First Active Active Recovery Overall Advantage Invul
13 - 38 50 +2 (min) Clash 1-10 (MD)
  • Throws the bells in a straight line like the B version but is much faster, slightly plus on block.

Is a good way of adding more damage in a combo before a ender. Clash frames don't seem to be that useful. Useful tool in neutral as it's fast and can convert into 236C for HKD at far ranges. Also can be difficult to punish with shield follow-ups (An example of this: https://www.youtube.com/watch?v=PCzPcrt3PKY).

Damage Guard Cancel Property Cost Attribute
280*5 (1233) LHA J, (EX+) L, WB, SK 3 Moon Icons Projectile
First Active Active Recovery Overall Advantage Invul
13 - 12L - - -
Very similar to grounded version.
Noel Somerneige
Noel Somerneige
3+B+C
MBTL da noel 3BC.png
MBTL da noel 3BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
330*3, 360 (1225) LHA J, (EX+) L 3 Moon Icons Strike
First Active Active Recovery Overall Advantage Invul
7 13 36 55 -23 (JC: +7) Clash 1-6 (MD)
Has a good angle and is relatively fast. Has good clash frames and jump cancellable on block or hit making it a strong move after MD.
Skewered Pork
Skewered Pork
4+B+C
MBTL da noel 4BC.png
The bells falling from the sky are overheads
MBTL da noel 214BC fb hb 2.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
520*3 (1377) HA (EX+) L, GB, SK 3 Moon Icons Projectile
First Active Active Recovery Overall Advantage Invul
25 X - 48 +9 Clash 1-11 (MD)
DA Noel leaps back farther than 214A/B and the set bells hit the ground at the same time. This move is a overhead and a strong one too as you get set bells with it. Set bells are placed in a similar position as 214A. Getting comfortable with it is a great way to improve your pressure.
Dazzling Echo
Dazzling Echo
2+B+C
MBTL da noel 2BC.png
The aura move from right to left on the set bells
MBTL da noel 2BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
680, 300 (938) LHA (J, EX+) L, SK 3 Moon Icons Strike
First Active Active Recovery Overall Advantage Invul
11 (16, 36, 56) 2 (1) 10 14 37 +1 Clash 1-10 (MD)
  • Wiffs on Crouchers
Detonates set bells from leftmost to rightmost. Loses it's AUB but is really plus on air-hit. Has a huge amount of vertical range and has very fast recovery. One of your best anti-airs.
Unfortunate Rain
Unfortunate Rain
Aerial 4+B+C
MBTL da noel j4BC.png
MBTL da noel j4BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
280*5 (1260) LHA J, (EX+) L, GB, SK 3 Moon Icons Projectile
First Active Active Recovery Overall Advantage Invul
16 - 10L - - -
Can be TK'ed to bait throws and low hitting moves. While the angle is a bit weird, can be jump cancelled for a full conversion.

Super Moves

Arc Drives

Pest Control Expert Paranodahlia
Pest Control Expert Paranodahlia
236+B+C
MBTL da noel 236BC.png
MBTL da noel 236BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
3500 (250*12/8/4) LHA - HK 3 Magic Circuit Projectile
First Active Active Recovery Overall Advantage Invul
1+11 (103, 163, 223) 24, (16*3) 40 75 -23 All 1-41
  • DA Noel causes a bunch of bells to fall from the sky, landing in front of her. If the move hits it goes into a cinematic where she summons more bells that rain down on the opponent.
  • If the moves is blocked, shielded or whiffs after a brief pause, a set of bells will rain on the opponent tracking their position. This happens 3 times and getting hit by any of the 3 sets will not cause the cinematic to play.
High damage combo ender when you have 3 bars. The whiff effect is a good way of getting in or punishing shield follow-ups as the sets still appear if the opponent shields the arc drive.

Last Arc

Sleeping Rose Princess Rozay-en
Sleeping Rose Princess Rozay-en
A+B+C+D
MBTL da noel ABCD.png
MBTL da noel ABCD hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
4800 LH - HK 4 Magic Circuit Strike
First Active Active Recovery Overall Advantage Invul
1+21 4 27 52 -14 All 1-25
  • DA Noel traps the opponent in a never-ending nightmare.
  • Useable by hitting ABCD with 4 Bars or shielding a move in blood heat.
  • Damage in blood heat scales with how much remaining meter is left.

Reverse Beats

Customization

Palette options

Dead Apostle Noel Wiki Roadmap

68% complete
Page Completed To-do Score

Overview

Updated move descriptions that match the character's current state

Further update and detail move descriptions

23/25
Strategy

Most of it

Pressure and potential reformatting

20/25
Combos

Complete

25/25
Matchups

All of them LOL

0/25

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