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

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* B version summons bells farther from her and come out later than the A version
* B version summons bells farther from her and come out later than the A version
** Has a massive deadzone right in front of her, so reckless usage can be punished with ease
** Has a massive deadzone right in front of her, so reckless usage can be punished with ease
** Its use in pressure is =minimal compared to 214A due to how far the bells land
** Its use in pressure is minimal compared to 214A due to how far the bells land
** If spaced properly, it is completely unpunishable by shield
** If spaced properly, it is completely unpunishable by shield



Revision as of 23:53, 12 July 2023

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.

Pick if you like Avoid if you dislike
  • Large projectile toolbox: DAN has a large number of projectile options in her toolkit, including a retreating space control option in 214X, standard projectiles (6C), some of which have good whiff cancel options (236X), and the ability to detonate her set bells using 22X, giving her a very large amount of screen presence at any given point in time.
  • Big Buttons: Between j.B, 623A, 2B, 2C and 5C, DAN has access to many great moves with a lot of range.
  • Okizeme: DAN has strong mixup from nearly all of her confirms, anywhere on screen, including ground throw. A safe unreactable crossup break setup is possible from 214C.
  • Highly Mobile: DAN has a good run, a great airdash, and a large amount of specials that move her around, making her very hard to pin down in neutral.
  • Underwhelming Pressure: Most of DAN's options push her far away from the opponent on block, she can struggle with catching jumpouts, and her frame data is somewhat poor. This is mitigated by 5[C], 236AA > 22C, and 2BC (with bells), but only somewhat. It also indirectly lowers the threat of her oki - if they successfully block the first hit, her followup isn't as threatening as others'.
  • Low Damage: DAN's damage output is consistently among the lowest in the game.
  • Highly Resource Dependent: DAN needs meter or Moon Gauge for 214C okizeme, 22C pressure resets, staying safe after whiffed projectiles/blocked 623A, 214A/B conversions, and 4BC/6BC/2BC. Her low meter gain can pose an issue for this.

Story & Profile

A lovely girl who hides her daytime self in the darkness
A butterfly in a rose garden who hunts her prey like a wolf in the night

A certain executor who has become a dead apostle.
She appears as a girl at her most lovely, who has acquired skills that surpass a normal human's as a dead apostle, giving her the Mystic Eyes of Roses.

She is able to forcefully remove the soul of her target and lock them away in her Mystic Eyes, 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.

But what did she want so desperately to accomplish that she was willing to become a vampire? The sight of her as she laments her weakness, seeks strength, and enthusiastically drowns herself in the power she gains is somewhat melancholic...


Main Weapon/Skill
Mystic Eyes of Roses, spears, pike

Basic Info
Height: 143cm
Weight: 35kg
Blood Type: n/a
Birthday: December 25th
Voiced by: Ai Kayano

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

HP Value: 11,700

Backdash:

  - 1-10 Full Invul
  - 1-12 Strike Invul
  - 13-17 Projectile/Air Invul
  - 6-22 Airborne
  - 37 Total

Dash startup: 4

Dash actionable: 7

Jump startup: 4

Jump airtime: 38

Quick combo reference

Basic BNB: 2A > (2B) > 2C > 5[C] > 236B~X > 5B > 2B > RB1 > 236B~X > 214C

Intermediate BNB: 2A > 2B > 2C > 5[C] > tk.236B~X > tk.214B \/ 5B > 2B > RB1 > 236B~X > 214C

2B/2C Starter: (2B) > 2C > 5[C] > 236B~X > 5B > tk.236B~X > tk.214B \/ 2B > 5C > RB1 > 236A~X > 214C

Shield A Counter :: D > A > j.B > j.236B~B > dj.[C] > j.A \/ 5B > RB1 > 236B~X > 214C

5B/3C Starter: (5B) > 3C > j.B > j.[C] \/ 2B > tk.236B~B > tk.214B > 2C > 5[C] > 2B > RB1 > 236B~B > 214C

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 -

Dead Apostle Noel does a short range stab with her bell.

  • Your fastest button
  • 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 -

Dead Apostle Noel swings her bell upwards.

  • Has great vertical range which makes it good at anti-airing and in combos.
  • Doesn't have any horizontal range which makes 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 -

Dead Apostle Noel thrusts her bell forward.

  • Moves you forward slightly, but also pushes you back very far on block or hit
  • Great range and rebeating allows you to go for throw
  • Poor recovery makes 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.

  • Has a second hit where DA Noel pulls her bell back, vacuuming the opponent
  • Makes rebeating into throw better as it pulls the opponent closer to you and also makes it useful in combos
  • Has a big enough gap that it can be jumped out of on pressure, even from 2C, so be careful

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 -

Dead Apostle Noel thrusts her bell downward.

  • 6F 2A
  • Functions similarly to her 5A but is slower and hits low
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 -

Dead Apostle Noel gets in prime breakdancing position and slashes her bell forward.

  • Hits low
  • Fantastic midrange button
  • 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 -

Dead Apostle Noel performs a giant sweep with her bell.

  • Covers a huge amount of space, about half-screen. Leads to high-damage conversions on hit as well
  • However, it has 11F of start-up as well as having a long recovery and strong pushback like 5C and 5[C]
  • Hits very low to the ground, reckless usage can be punished with IAD
  • 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 - -

Dead Apostle Noel slaps her hand out. Although her j.A is one frame slower than average, this isn't as bad as it sounds

  • Covers a good amount of horizontal range and is still relatively fast, making it a great air-to-air tool
  • Doesn't hit 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 - - - -

Dead Apostle Noel swings her bell upward. This is a great button.

  • Covers a good amount of both horizontal and vertical range and hits behind her, which allows it to be used as a pressure tool or a good jump-in/air to ground button
  • The move only hits below her later into its 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 - - - -

Dead Apostle 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

Charged version of j.[C]. Once again, hits farther than the sprite would imply.

  • 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 -
Damage Guard Cancel Property Cost Attribute
800 LHA SP, MS, EX, MD L, WB - Projectile
First Active Active Recovery Overall Advantage Invul
20 - 22 42 -6 -

Dead Apostle Noel hops backward before firing a bell in a straight line.

  • Travels somewhat slowly
  • Has less recovery than the 236X series which can make it a safer option in neutral
  • Charged version of the move moves faster, has clash frames, and wallbounces

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

Dead Apostle Noel does a little spinning kick. Holy moly!

  • Moves her forward, as to be expected.
  • Primarily used in enders due to its advancing properties and as blockstring filler.
  • Incredibly unexceptional and unused otherwise.
3C / Rapid Beat 3
3C / Rapid Beat 3
3+C

or

X>X>X
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

Dead Apostle Noel kicks upward.

  • Situational anti-air
  • Invulnerable to air attacks starting from frame 5
  • Rapid Beat version has considerable forward movement
  • Stubbier 3C than average as it has small horizontal and vertical range
  • At midrange, it can punish a Shield B follow-up pretty easily after shielding a 6C
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 -

Dead Apostle Noel stabs the opponent and drags them close to her.

  • Standard throw with hard knockdown
  • Leaves the opponent very close, which allows her to get oki setups like 236[X]
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 - - -

Dead Apostle Noel stomps the opponent to the ground before jumping backward.

  • Universal air combo ender
  • Because of the animation, the frame data afterwards is consistent regardless of height
  • 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
  • Cannot set up ambiguous mixups off her airthrow like Hisui, but still has some mix off air throw regardless
  • Usually only used if you are out of Magic Circuit

Special Moves

Skewered Pigeon
Skewered Pigeon
236+X
MBTL da noel 236A.png
A version: Shoots the bells at an 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 236AX hb.png
MBTL da noel 236x bex 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 -
  • 236XX is a dash forward that is also an attack. Doesn't travel as far as it seems.

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).

Damage Guard Cancel Property Cost Attribute
320*3 (892) LHA EX+ L, GB, SK - Projectile
First Active Active Recovery Overall Advantage Invul
18 - 41 59 -5 (min, crouch) -
  • 236X4X makes DA Noel jump into the air and use her j.214X special.

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
- - -EX-, -MD- NC - -
First Active Active Recovery Overall Advantage Invul
- - - 32 - -
  • Can only be done from the charged version of 236X.
  • DA Noel dashes forward like her regular follow-up, except this time the dash doesn't have hitbox.
  • Can cross up.

Mainly seems to be a movement tool.

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.
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
When The Zoner Has a DP! :sus:
623+X
MBTL da noel 623A.png
MBTL da noel 623B.png
MBTL da noel 623C.png
E
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 -
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

Dead Apostle Noel stakes the bell she's holding into the ground does some acrobatics on it.

  • A Version doesn't have invul, like most DPs
    • Jump cancellable on hit, making it a valuable combo tool
    • Can be MD/EX cancelled on block to make reckless usage safe
    • Can be used as a committal option to preemptively call out air approach for solid damage, but she has better anti-airs
  • B version is an invincible reversal, a standard DP
    • Easily beaten by Anti-Heat OS due to its slow speed
    • Has very good horizontal range. Hits backwards, as well
    • Only MD/EX cancellable on hit, whiffing or getting blocked will get you punished
    • Does not have any confirms without Moon Drive besides immediate EX cancel into j.236C or j.214C which cause hard knockdown
    • Has specific routes off Moon Drive for standard 214C oki setup but scales heavily
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

Dead Apostle Noel does two sets of acrobatics. Wowza!

  • Significantly faster than her the B version and has more invul than it, too
  • Does the most damage out of the three DPs
  • Moon Drive cancellable on hit, but any combo off it will scale heavily
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)

Moon Skill variation of her DP. Same animation as A and B version.

  • Jump cancellable on block, whiff and hit, making it safe to just kinda use
  • Air blockable, unlike her other DPs
  • In Moon Drive, its clash frames make it a very strong reversal against
  • Can serve the same purpose in combos as her A DP, which is already jump cancellable, but with more meter build
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 -
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 -

Dead Apostle Noel jumps backwards as two bells fall from the sky and embed in the ground.

  • Your setplay move. Used to claim valuable screen space and keep your opponent's movement in check
  • Its initial hitbox will only connect on airborne opponents, while the second hits very low to the ground as the bells land
  • Doesn't do anything on its own once set, but interacts with her 22X series
  • A version summons bells closer to her and come out relatively quick
    • Can be used to variable success in pressure as it is plus on block
    • In most blockstrings, you leap fast enough to land and enter Moon Drive, so you can react and defend against most reversal attempts
    • Can potentially frametrap. 5C/2C has only a 5 frame gap
  • B version summons bells farther from her and come out later than the A version
    • Has a massive deadzone right in front of her, so reckless usage can be punished with ease
    • Its use in pressure is minimal compared to 214A due to how far the bells land
    • If spaced properly, it is completely unpunishable by shield
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.

  • Your primary combo ender as it sets up your main okizeme
  • Can be gapless if you connect with the farthest bell in a blockstring
  • Otherwise, unsafe use in blockstrings can be punished on reaction
Skewered Pork
4+B+C
MBTL da noel 4BC.png
WiFi Unblockable
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)

Moon Skill version of 214X. Dead Apostle Noel leaps back farther than 214A/B and the set bells hit the ground at the same time.

  • Overhead. It's really funny when you use it against people who don't know that it's an overhead and they low block every time and get hit
  • Bells are positioned similarly to 214A
  • Use with caution, as it can be shielded on reaction by keen opponents and can guarantee a Shield BC Counter punish at anything other than max range.
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 and 4BC
MBTL da noel 22B.png
A version cause the aura to move from closest to furthest, B version causes the aura to move furthest to closest
MBTL da noel 22B be.png
22[X] causes the aura on the set bells to be bigger and delayed
MBTL da noel 22C.png
EX version causes the aura to happen on all the bells simultaneously and doesn't break them
MBTL da noel 22A hb.png
MBTL da noel 22B hb.png
MBTL da noel 22B be hb.png
MBTL da noel 22C hb.png
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 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 22X
  • Commonly referred to as bell activation.

A version causes the closest set bells to detonate before moving to the ones further away.

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 farthest set bell to detonate before moving closer, 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 -

Charging the B version gives the same effects as the charging 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 up close to start or reset pressure.
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)
  • Whiffs on crouchers
  • Bell explosions are gapless, unlike 22A/B
Detonates set bells from leftmost to rightmost. Loses its 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.
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 j236B.png
MBTL da noel j236C.png
Zamasu vibes
MBTL da noel j236A hb.png
MBTL da noel j236A be hb.png
MBTL da noel j236B hb.png
MBTL da noel j236B be hb.png
MBTL da noel j236C hb.png
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.

Damage Guard Cancel Property Cost Attribute
320*3 (892) LHA EX+ L, GB, SK - Projectile
First Active Active Recovery Overall Advantage Invul
18 - 12L - -1 (TK) -

4X follow-up is good combo fodder for good starters, but doesn't see too much use outside of that.

Damage Guard Cancel Property Cost Attribute
- - J, EX+ NC - -
First Active Active Recovery Overall Advantage Invul
JC: 27 - 12L - - -

Followup for charged j.236[X]: a command dash with no hitbox. Jump cancellable from frame 27.

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.
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

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

Dead Apostle 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 move is blocked, shielded, or whiffs, a set of bells will rain on the opponent tracking their position after a brief pause. This happens 3 times and getting hit by any of the 3 sets will not cause the cinematic to play.
  • Remaining bells from a non-hitting Arc Drive will cease to come out if she is hit anytime after.
  • 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.
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

Dead Apostle Noel uses her Mystic Eyes of Roses to trap the opponent in a never-ending nightmare. Gosh darn!

  • Usable by hitting ABCD with 4 Bars or by successfully shielding a move in Blood Heat
  • Damage in Blood Heat scales with how much remaining meter is left
  • Average length Last Arc, about 10 seconds long
  • The location you end up after the animation is relative to where you triggered the Last Arc, but will always put you closer to center at neutral spacing
  • Because it uses the 5B animation, it can be used as a (very slow and impractical) anti-air

Reverse Beats

Rebeat Table
Attack Chain Advantage
5B/2B 2A -4
5B/2B 5A -3
5C/2C 2A -2
5C/2C 5A -1
Gap Table
Attack Chain Frame Gap

Customization

Palette options

Color 1
Color 2
Color 3 (Human Noel)
Color 4 (Illyasviel Von Einzbern)
Color 5 (Miyu Edelfelt)
Color 6
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24
Color 25



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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