Melty Blood/MBTL/Noel: Difference between revisions
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{{MBTL Character Intro|char=Noel|short=NO|portraitalign=flex-start|content= | {{MBTL Character Intro|char=Noel|short=NO|portraitalign=flex-start|content= | ||
== Gameplay == | == Gameplay == | ||
{{2 Column Flex|flex1=6|flex2=4 | {{2 Column Flex|flex1=6|flex2=4 | ||
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'''Noel''' is a footsie rushdown character who relies on far pokes and huge sweeping attacks to get at the opponent. | '''Noel''' is a footsie rushdown character who relies on far pokes and huge sweeping attacks to get at the opponent. | ||
A new character from the remake of ''Tsukihime''. She is a simple character to play with, easily punishing opponent's mistakes in mid-range and converting into combos with her far-reaching and disjointed B/C normal attacks in addition to her sweeping ''Heavy Punishment'' (623X) leaping special move. If the opponent thinks they can just play patiently in neutral, she can pile on the pressure using follow-ups from ''Heavy Thrust'' (214X) and hidden ''Black Key'' (236X) projectiles | A new character from the remake of ''Tsukihime''. She is a simple character to play with, easily punishing opponent's mistakes in mid-range and converting into combos with her far-reaching and disjointed B/C normal attacks in addition to her sweeping ''Heavy Punishment'' (623X) leaping special move. If the opponent thinks they can just play patiently in neutral, she can pile on the pressure using follow-ups from ''Heavy Thrust'' (214X) and hidden ''Black Key'' (236X) projectiles with lots of frame advantage. | ||
These big normals come with big recovery, though - and while her Black Keys are strong, when they're gone, they're gone. (Until the next round, anyway). | |||
If you learn the frame data and effective use of [[Melty_Blood/MBTL/Offense#Reverse_Beat|Reverse Beat]], Noel can go far. | If you learn the frame data and effective use of [[Melty_Blood/MBTL/Offense#Reverse_Beat|Reverse Beat]], Noel can go far. | ||
{{ | {{CharacterPickReasons|width=100 | ||
|pros= | |pros= | ||
* '''Heavy Punishment:''' The range and conversion ability of Noel's C normals, Black Keys, and 4BC Moon Skill, among others, give her extremely flexible, long-range punishes against the opponent's overcommitments, be they whiffed normals (air or ground), predictable air trajectories, or slow projectiles. | * '''Heavy Punishment:''' The range and conversion ability of Noel's C normals, Black Keys, and 4BC Moon Skill, among others, give her extremely flexible, long-range punishes against the opponent's overcommitments, be they whiffed normals (air or ground), predictable air trajectories, or slow projectiles. | ||
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|content2= | |content2= | ||
{{Content Box|content= | {{Content Box|content= | ||
<center><youtube>https://youtu.be/Ucc10BRCtcM</youtube></center> | <center><youtube>https://youtu.be/Ucc10BRCtcM</youtube></center></br> | ||
<div class="toccolours mw-collapsible mw-collapsed" style="overflow:auto;"> | |||
<div style="font-weight:bold;line-height:1.6;">Story & Profile</div> | |||
<div class="mw-collapsible-content"> | |||
'''''Irresistibly beautiful teacher by day, cold-blooded slayer of Dead Apostles by night'''''</br> | |||
She recently transferred to Shiki's school as a new teacher. She is an executor for the Holy Church and Ciel's partner. | |||
She may not have the battle experience Ciel does, but she's prepared to fight. Whenever faced with a weak opponent, she shows no mercy, claiming to be “weak against the strong, but overwhelmingly strong against the weak". | |||
At school, she exploits her appeal as an older woman to gain popularity with the boys. The girls, however, don't seem to like her.</br> | |||
Judging from the way she idolizes love and marriage, it's safe to say she doesn't have much luck with either. | |||
'''Main Weapon/Skill'''</br> | |||
Halberd, Black Keys | |||
'''Basic Info'''</br> | |||
Height: 169cm</br> | |||
Weight: 59kg</br> | |||
Blood Type: B</br> | |||
Birthday: December 25</br> | |||
Voiced by: [https://en.wikipedia.org/wiki/Ai_Kayano Ai Kayano] | |||
</div></div> | |||
}} | }} | ||
{{Content Box|content= | {{Content Box|header=Unique Traits|content= | ||
===Simple Black Keys=== | |||
[[File:MBTL_Noel_Keycount.png|right|Noel's Black Key counter.]] | |||
Noel starts with 10 Black Keys at the beginning of each round, with no way to replenish them mid-round. Though they are a strong tool for neutral and pressure, they must be used sparingly. | |||
}} | }} | ||
}} | }} | ||
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{{Content Box|header=Stats & vitals|content= | {{Content Box|header=Stats & vitals|content= | ||
Limited to 10 Black Key uses per round. | Limited to 10 Black Key uses per round. | ||
HP Value: 11,700 (Average) | |||
Backdash: | |||
- 1-10 Full Invul | |||
- 1-14 Strike Invul | |||
- 15-19 Projectile/Air Invul | |||
- 5-21 Airborne | |||
- 33 Total | |||
Dash startup: 5 | |||
Dash actionable: 5 | Dash actionable: 5 | ||
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|content3= | |content3= | ||
{{Content Box|header=Quick combo reference|content= | {{Content Box|header=Quick combo reference|content= | ||
Midscreen: | |||
A Normals: | |||
* 2A 2B 2C 5C 214BB 214AA (236C/214C) | |||
B/C Normals: | |||
* 2B 2C 5C 623B 5B 214BB 214AA (236C/214C) | |||
Corner: | |||
A Normals: | |||
* 2A 2C 6C 623B 5B 214BB 2B Rapid Beat 214A (236C/214C) | |||
B/C Normals: | |||
* 2B 2C 6C 623B 5B 214BB 2B Rapid Beat 214AA (236C/214C) | |||
''You can replace [2A 2B] with basically anything.'' | |||
''Without meter, end with 214B 5A 2C 3C jB AT if you want a hard knockdown'' | |||
}} | }} | ||
}} | }} | ||
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| images = | | images = | ||
{{MoveDataCargoImage|no_5a|caption=}} | {{MoveDataCargoImage|no_5a|caption=}} | ||
| hitboxes = | |||
{{MoveDataCargoImage|no_5a|caption=|hitbox=yes}} | |||
| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|no_5a}} | {{AttackDataCargo-MBTL/Query|no_5a}} | ||
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| images = | | images = | ||
{{MoveDataCargoImage|no_5b|caption=}} | {{MoveDataCargoImage|no_5b|caption=}} | ||
| hitboxes = | |||
{{MoveDataCargoImage|no_5b|caption=|hitbox=yes}} | |||
| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|no_5b}} | {{AttackDataCargo-MBTL/Query|no_5b}} | ||
* | * Decent vertical reach. | ||
Noel does an upwards kick. | Noel does an upwards kick. Useful combo tool, especially to stabilise air hits into follow-ups. Can occasionally catch people out of the air if they try to jump away, since it hits at an angle above Noel, but it's a bit on the slow side. It can recover in time to Shield a charged Heat if used as a meaty, at least. | ||
}} | }} | ||
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| images = | | images = | ||
{{MoveDataCargoImage|no_5c|caption=}} | {{MoveDataCargoImage|no_5c|caption=}} | ||
| hitboxes = | |||
{{MoveDataCargoImage|no_5c|caption=|hitbox=yes}} | |||
| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|no_5c}} | {{AttackDataCargo-MBTL/Query|no_5c}} | ||
* Vacuums opponents closer to Noel. | * Vacuums opponents closer to Noel. | ||
Very strong pressure tool in blockstrings, thanks to the vacuum. | |||
Really shines when used during pressure, for catching landings, or as a whiff punish. The vacuum properties make it good for stabilizing combos and adjusting the opponent's position in blockstrings. It's only -1 on rebeat too, so you can ambiguously reset pressure while reeling them in. | |||
Keep in mind that this button hits fairly low to the ground, so it can whiff sometimes against jumps and IADs. Has lots of recovery on whiff, so be sure your opponent is where you expect them to be. | |||
}} | }} | ||
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| images = | | images = | ||
{{MoveDataCargoImage|no_2a|caption=}} | {{MoveDataCargoImage|no_2a|caption=}} | ||
| hitboxes = | |||
{{MoveDataCargoImage|no_2a|caption=|hitbox=yes}} | |||
| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|no_2a}} | {{AttackDataCargo-MBTL/Query|no_2a}} | ||
* 0 on block. | * 0 on block. | ||
* Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move). | * Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move). | ||
Amazing 2A with great range and frame advantage. Part of what makes her throw game so scary, | Amazing 2A with great range and frame advantage. Part of what makes her throw game so scary. It's neutral on block, so it's great for resetting pressure or frametrapping with a delayed button. | ||
}} | }} | ||
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{{MoveDataCargoImage|no_2b|1|caption=}} | {{MoveDataCargoImage|no_2b|1|caption=}} | ||
{{MoveDataCargoImage|no_2b|2|caption=}} | {{MoveDataCargoImage|no_2b|2|caption=}} | ||
| hitboxes = | |||
{{MoveDataCargoImage|no_2b|1|caption=|hitbox=yes}} | |||
{{MoveDataCargoImage|no_2b|2|caption=|hitbox=yes}} | |||
| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|no_2b}} | {{AttackDataCargo-MBTL/Query|no_2b}} | ||
* Hits twice. | * Hits twice. | ||
* First hit is a mid, second hit is a low. | * First hit is a mid, second hit is a low. | ||
Big, two-hitting normal. The first hit is bigger vertically, and the second is bigger horizontally and scoots Noel slightly forwards. The first hit is a | Big, two-hitting normal. The first hit is bigger vertically, and the second is bigger horizontally and scoots Noel slightly forwards. The first hit is a mid, but it's a solid anti-air due to the angle it hits at; it's especially good at hitting IADs. The second hit usually won't hit airborne opponents at all, so it's still a bit risky as an AA. | ||
The second hit has the longest range of all of Noel's normals, and is a low to boot, so it's great at catching people walking backwards. At max range, though, 214X is needed to convert a hit into a combo. | |||
}} | }} | ||
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| images = | | images = | ||
{{MoveDataCargoImage|no_2c|caption=}} | {{MoveDataCargoImage|no_2c|caption=}} | ||
| hitboxes = | |||
{{MoveDataCargoImage|no_2c|caption=|hitbox=yes}} | |||
| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|no_2c}} | {{AttackDataCargo-MBTL/Query|no_2c}} | ||
* Half-screen low sweep. | * Half-screen low sweep. | ||
One frame faster than 5C, but doesn't vacuum. Good for pushing opponents away from you or making Black Key throws more advantageous via spacing. It's your fastest button at this range, so it's great for long-distance punishes (e.g. after dashing under a jump). Keep in mind that it hits very low to the ground, making it very vulnerable to jumps, IADs, and low crushing moves. Be very sure that your opponent won't be in the air before pressing this. | |||
}} | }} | ||
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| images = | | images = | ||
{{MoveDataCargoImage|no_ja|caption=}} | {{MoveDataCargoImage|no_ja|caption=}} | ||
| hitboxes = | |||
{{MoveDataCargoImage|no_ja|caption=|hitbox=yes}} | |||
| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|no_ja}} | {{AttackDataCargo-MBTL/Query|no_ja}} | ||
* Excellent rising air-to-air for opponents right above you. | * Excellent rising air-to-air for opponents right above you. | ||
* Recovers in mid-air if used rising, allowing Noel to use other air actions (including other air normals) while falling. | * Recovers in mid-air if used rising, allowing Noel to use other air actions (including other air normals) while falling. It can also be whiff cancelled into a jump or special. | ||
If you're in the air and moving forwards, you're | If you're in the air and moving forwards, you're probably pressing this. Has almost best-in-class range for a j.A, and a fast 5 frame startup, great for sniping other air buttons out of startup. | ||
You often don't get much more than an airthrow on a normal hit without meter, but on Fatal Counter you can land and pick up into a full combo. | |||
}} | }} | ||
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| images = | | images = | ||
{{MoveDataCargoImage|no_jb|caption=}} | {{MoveDataCargoImage|no_jb|caption=}} | ||
| hitboxes = | |||
{{MoveDataCargoImage|no_jb|caption=|hitbox=yes}} | |||
| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|no_jb}} | {{AttackDataCargo-MBTL/Query|no_jb}} | ||
* | * Incredible air button for navigating in the air on account of it having a hitbox on both sides of Noel. | ||
Extends behind Noel, so it can hit opponents behind you, making it both a powerful air-to-air tool and a strong landing tool. | |||
}} | }} | ||
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| images = | | images = | ||
{{MoveDataCargoImage|no_jc|caption=}} | {{MoveDataCargoImage|no_jc|caption=}} | ||
| hitboxes = | |||
{{MoveDataCargoImage|no_jc|caption='''j.C'''|hitbox=yes}} | |||
{{MoveDataCargoImage|no_j[c]|caption='''j.[C]'''|hitbox=yes}} | |||
| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|no_jc}} | {{AttackDataCargo-MBTL/Query|no_jc}} | ||
* Jump-in and used in safejumps. | * Jump-in and used in safejumps. | ||
* Excellent retreating normal, covers tons of space. | * Excellent retreating normal, covers tons of space. | ||
* Hits very high above Noel, making IAD | * Hits very high above Noel, making IAD j.C great at catching jump-outs in the corner. | ||
j.C is a little slow, but it's good as a jump-in or to generally cover space. It's also your go-to button for IAD pressure resets or safejumps. | |||
{{AttackDataCargo-MBTL/Query|no_j[c]}} | {{AttackDataCargo-MBTL/Query|no_j[c]}} | ||
* Jump-in and situational combo tool. | * Jump-in, clash tool and situational combo tool. | ||
Noel | Noel's j.[C] doesn't have a ton of clash frames, but it's still pretty good for air exchanges or aggressive jump-ins. | ||
Useful combo filler for some high-damage routes too. | |||
}} | }} | ||
==== Command Normals ==== | ==== Command Normals ==== | ||
===== 6C ===== | ===== 6C ===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
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| images = | | images = | ||
{{MoveDataCargoImage|no_6c|caption=}} | {{MoveDataCargoImage|no_6c|caption=}} | ||
| hitboxes = | |||
{{MoveDataCargoImage|no_6c|1|caption=|hitbox=yes}} | |||
{{MoveDataCargoImage|no_6c|2|caption=|hitbox=yes}} | |||
| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|no_6c}} | {{AttackDataCargo-MBTL/Query|no_6c}} | ||
* Wallbounces on hit. | * Wallbounces on hit. | ||
* Corner combo filler. | * Corner combo filler. | ||
Good gap closer during offense. | Good gap closer and hitconfirm tool during offense, especially in the corner. Black Keys thrown afterwards are often difficult to challenge, letting you reset pressure with lots of frame advantage to work with. Or you can just land and throw them. | ||
The wallbounce makes it easy to confirm any hit into a high-damage combo, too. | |||
This move has two hitbox states, but can only hit once. | |||
}} | }} | ||
=== Universal Mechanics === | === Universal Mechanics === | ||
===== Rapid Beat | ===== Rapid Beat 1 ===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Rapid Beat | | title = Rapid Beat 1 | ||
| subtitle = | | subtitle = | ||
| input = {{#invoke:InputsMBTL|toIcons|X X}} | | input = {{#invoke:InputsMBTL|toIcons|X X}} | ||
| images = | | images = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|no_rapid1|1|caption=}} | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|no_rapid1|2|caption=}} | ||
| hitboxes = | |||
{{MoveDataCargoImage|no_rapid1|1|caption=|hitbox=yes}} | |||
{{MoveDataCargoImage|no_rapid1|2|caption=|hitbox=yes}} | |||
| info = | | info = | ||
{{AttackDataCargo-MBTL/Query| | {{AttackDataCargo-MBTL/Query|no_rapid1}} | ||
* 1st hit ground bounces, 2nd hit sends outwards. | * 1st hit ground bounces, 2nd hit sends outwards. | ||
Two-hit forward-moving Rapid Beat and a | * Cancellable only into special moves or Rapid Beat 2. | ||
Two-hit forward-moving Rapid Beat and a useful part of Noel's combo game. Guaranteed ground bounce that brings opponents into either 3C or 214B range from any height. Like all Rapid Beat 1s, scales combo damage hard, so avoid using early in a combo unless it is the only way to stabilize the combo. Especially useful towards the end of a route, when the proration doesn't matter so much and air hits become more unstable. | |||
Can also be used as an advancing move in pressure, though 6C is generally a better option there. | |||
}} | }} | ||
===== Rapid Beat | ===== 3C / Rapid Beat 2 ===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = | | title = 3C | ||
| subtitle = | | subtitle = | ||
| input = {{#invoke:InputsMBTL|toIcons|X X X}} | | input = {{#invoke:InputsMBTL|toIcons|3C}} | ||
or | |||
{{#invoke:InputsMBTL|toIcons|X X X}} | |||
| images = | | images = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|no_3c|caption=}} | ||
| hitboxes = | |||
{{MoveDataCargoImage|no_3c|caption=|hitbox=yes}} | |||
| info = | | info = | ||
{{AttackDataCargo-MBTL/Query| | {{AttackDataCargo-MBTL/Query|no_3c}} | ||
* | * Universal cinematic launcher that automatically jump-cancels on hit. | ||
* Invulnerable to air attacks starting from frame 5. | |||
Noel's anti-air and launcher. Quicker and less committal than 623A or B, but usually clashes with air normals, so you need to be ready to cancel off the clash. | |||
}} | }} | ||
===== Ground Throw ===== | ===== Ground Throw ===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = | | title = Throw | ||
| subtitle = | | subtitle = | ||
| input = {{#invoke:InputsMBTL|toIcons|4}}/{{#invoke:InputsMBTL|toIcons|6A+D}} | | input = {{#invoke:InputsMBTL|toIcons|4}}/{{#invoke:InputsMBTL|toIcons|6A+D}} | ||
| images = | | images = | ||
{{MoveDataCargoImage|no_throw|caption=}} | {{MoveDataCargoImage|no_throw|caption=}} | ||
| hitboxes = | |||
{{MoveDataCargoImage|no_throw|caption=|hitbox=yes}} | |||
| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|no_throw}} | {{AttackDataCargo-MBTL/Query|no_throw}} | ||
* Sets up a safejump anywhere with | * Sets up a safejump anywhere with neutral jump j.C. | ||
Noel's throw game is | Noel's throw game is very strong thanks to her incredible A normals and easy safejumps. 5C > 5Aw is an excellent way to get opponents in throw range, but the star of the show is her 0 on block 2A. | ||
}} | }} | ||
===== Air Throw ===== | ===== Air Throw ===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = | | title = Air Throw | ||
| subtitle = | | subtitle = | ||
| input = {{#invoke:InputsMBTL|toIcons|j4}}/{{#invoke:InputsMBTL|toIcons|6A+D}} | | input = {{#invoke:InputsMBTL|toIcons|j4}}/{{#invoke:InputsMBTL|toIcons|6A+D}} | ||
| images = | | images = | ||
{{MoveDataCargoImage|no_airthrow|caption=}} | {{MoveDataCargoImage|no_airthrow|caption=}} | ||
| hitboxes = | |||
{{MoveDataCargoImage|no_airthrow|caption=|hitbox=yes}} | |||
| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|no_airthrow}} | {{AttackDataCargo-MBTL/Query|no_airthrow}} | ||
* Universal air combo ender. | * Universal air combo ender. | ||
Noel's air throw leaves her fairly close to her opponent. From there it's easy enough to set up a simple 5A or 5C meaty, or throw a meaty Black Key. | |||
Air throw is usually Noel's highest damage ender without meter, and is the best way to get a hard knockdown meterlessly. Her metered combo enders are very strong, but AT is perfectly good in its own right. | |||
}} | }} | ||
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| images = | | images = | ||
{{MoveDataCargoImage|no_236a|caption=A version throws a key slower but is more advantageous on block, B version throws the key faster but is less advantageous on block }} | {{MoveDataCargoImage|no_236a|caption=A version throws a key slower but is more advantageous on block, B version throws the key faster but is less advantageous on block }} | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|no_236Xb|caption=Pressing A or B will throw the second key at a different angle}} | ||
{{MoveDataCargoImage|no_236c|caption=All 3 versions are dash cancelable}} | {{MoveDataCargoImage|no_236c|caption=All 3 versions are dash cancelable}} | ||
| hitboxes = | |||
{{MoveDataCargoImage|no_236a|caption=|hitbox=yes}} | |||
{{MoveDataCargoImage|no_236xb|caption=|hitbox=yes}} | |||
{{MoveDataCargoImage|no_236c|caption=|hitbox=yes}} | |||
| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|no_236a}} | {{AttackDataCargo-MBTL/Query|no_236a}} | ||
* | * Cancelable into a 30f forward dash. | ||
* Uses one Black Key. | * Uses one Black Key. | ||
* Bracketed advantage is advantage if dash cancelled. Advantage listed assumes point-blank range. | * Bracketed advantage is advantage if dash cancelled. Advantage listed assumes point-blank range. | ||
Noel steps back and throws a key. | Noel steps back and throws a key. Rarely a true blockstring off any normal, but is very plus on block and useful for pressure resets. The backwards movement often allows Noel to avoid mashed buttons entirely, netting her a full punish. If spaced just outside 5B range, dash cancelling this ASAP leaves Noel around +1 or +2. Around the edge of C normal range, it can be +6 or more (5A is gapless); at the same spacing without the dash cancel, it is advantageous enough to be safe against Shield > B+C followup. | ||
''Note: for every version of this move, the Key counter is incremented very early in startup. If you get counterhit, the Key is counted as used.'' | ''Note: for every version of this move, the Key counter is incremented very early in startup. If you get counterhit, the Key is counted as used.'' | ||
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* Uses one Black Key. | * Uses one Black Key. | ||
* Bracketed advantage is advantage if dash cancelled. Advantage listed assumes point-blank range. | * Bracketed advantage is advantage if dash cancelled. Advantage listed assumes point-blank range. | ||
Faster than the A version but also less advantageous. | Faster than the A version, and moves Noel farther back, but is also less advantageous. Usually more suitable for neutral. The backstep is extremely useful for antiairing opponents who have committed to a falling button from relatively far away, as with good spacing, Noel's backstep will clear the air normal entirely and counterhit them out of the sky. | ||
{{AttackDataCargo-MBTL/Query| | |||
Can be + on fastest possible dash cancel starting from around 5C range. 236B > 66 is +1 when it hits on F17, which is possible when cancelling from spaced 2C or 2B(2). This creates an unreactable frame trapping pressure reset which even leaves you in throw range in the corner. The dash is true punishable if the key is shielded, however. | |||
{{AttackDataCargo-MBTL/Query|no_236xa}} | |||
{{AttackDataCargo-MBTL/Query|no_236xb}} | |||
* Uses an additional Black Key. | * Uses an additional Black Key. | ||
Noel jumps forward and throws another key. This move forces Noel back in her opponent's face | Noel jumps forward and throws another key. This move forces Noel back in her opponent's face at slight frame advantage. There is often a gap on block between the two keys, though (especially if the first key was 236B). | ||
#The angle of the second key is a little different depending on which button you press - similar to j.236A and j.236B respectively. Expensive in terms of resources, but gets you back in throw range with plus frames. | |||
{{AttackDataCargo-MBTL/Query|no_236c}} | {{AttackDataCargo-MBTL/Query|no_236c}} | ||
* Dash cancelable. | * Dash cancelable. | ||
* Uses one Black Key. | * Uses one Black Key. | ||
Noel throws a large, explosive Black Key. | Noel throws a large, explosive Black Key. Highly versatile EX move - as a combo ender, allows Noel to set up a hard-to-see left/right mixup (see the Strategy page for details). Also useful as a hitconfirm tool, giving a full combo from almost any hit at any distance (e.g. from a 236B hit in neutral). It's also plus on block, and if spaced out far enough, it's even plus on dash cancel! Do keep in mind this still costs you one Black Key, but it's definitely worth the cost. | ||
}} | |||
{{MoveDataCargo | |||
| title = Black Key (Simple) | |||
| subtitle = | |||
| input = {{#invoke:InputsMBTL|toIcons|6B+C}} | |||
| images = | |||
{{MoveDataCargoImage|no_6bc|caption=Will do the follow up automatically}} | |||
| hitboxes = | |||
{{MoveDataCargoImage|no_6bc|caption=|hitbox=yes}} | |||
| info = | |||
{{AttackDataCargo-MBTL/Query|no_6bc}} | |||
* Uses two Black Keys. | |||
* Unlike 236XX, there is no gap between the two keys. | |||
Uses some Moon Gauge as well as two Black Keys, so it's quite expensive. Mostly useful for high-damage corner combos, especially if you're going for the kill. | |||
}} | }} | ||
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| input = {{#invoke:InputsMBTL|toIcons|623X}} | | input = {{#invoke:InputsMBTL|toIcons|623X}} | ||
| images = | | images = | ||
{{MoveDataCargoImage|no_623a|caption=}} | {{MoveDataCargoImage|no_623a|caption='''623A'''}} | ||
{{MoveDataCargoImage|no_623b|caption=}} | {{MoveDataCargoImage|no_623b|caption='''623B'''}} | ||
{{MoveDataCargoImage|no_623c|caption=}} | {{MoveDataCargoImage|no_623c|caption='''623C'''}} | ||
| hitboxes = | |||
{{MoveDataCargoImage|no_623a|caption='''623A'''|hitbox=yes}} | |||
{{MoveDataCargoImage|no_623b|4|caption='''623B'''|hitbox=yes}} | |||
{{MoveDataCargoImage|no_623c|6|caption='''623C'''|hitbox=yes}} | |||
| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|no_623a}} | {{AttackDataCargo-MBTL/Query|no_623a}} | ||
* | * Always links into 5A - can link into 5B if it hits an airborne opponent. | ||
Not an overhead, but | * Can avoid low-hitting moves during startup. | ||
Not an overhead, but a solid anti-air if used preemptively. Can also be used as a hard callout against people jumping out of pressure, or just as a poke in neutral - it's huge and has less recovery than C normals. | |||
Gives a decent conversion on hit, and is very easy to confirm with meter or on counter-hit. Even though it's minus on block, the pushback makes it impossible to punish. | |||
{{AttackDataCargo-MBTL/Query|no_623b}} | {{AttackDataCargo-MBTL/Query|no_623b}} | ||
* | * Always links into 5A - can link into 5B if it hits an airborne opponent. | ||
* 1st hit only hits opponents in hitstun. Overhead hit startup is 31. | * 1st hit only hits opponents in hitstun. Overhead hit startup is 31. | ||
Noel's long-range overhead and core combo tool due to its ground bounce. Quite slow | * Can avoid low-hitting moves during startup. | ||
Noel's long-range overhead and core combo tool due to its ground bounce. Quite slow; 623B is not useful as a mixup, but it's great to shut down jumps at a distance because it's air unblockable and hits really high above Noel. You can be Fatal Countered out of the hop during startup though! Much like 623A, the pushback makes it impossible to actually punish on block. | |||
{{AttackDataCargo-MBTL/Query|no_623c}} | {{AttackDataCargo-MBTL/Query|no_623c}} | ||
* Combo ender. | * Combo ender. | ||
* Gives a basic safejump with 5A(whiff) microwalk | * Gives a basic safejump with 5A(whiff) microwalk 9 j.C. | ||
Highest-damage combo ender - stable and gives a knockdown even at the end of long combos. | |||
}} | |||
{{MoveDataCargo | |||
| title = Heavy Punishment | |||
| subtitle = | |||
| input = {{#invoke:InputsMBTL|toIcons|3B+C}} | |||
| images = | |||
{{MoveDataCargoImage|no_3bc|caption=}} | |||
| hitboxes = | |||
{{MoveDataCargoImage|no_3bc|5|caption=|hitbox=yes}} | |||
| info = | |||
{{AttackDataCargo-MBTL/Query|no_3bc}} | |||
* Lots of clash frames. | |||
* 2nd hit is an overhead. | |||
Solid option on reaction to jumps at a distance, similar to 623B but faster. Plenty of pushback and only -4 on block makes this reasonably safe to throw out, though you're in real trouble if they Shield. | |||
Note that the first hit is a mid, so this usually won't work as a callout against low shields. | |||
}} | }} | ||
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| images = | | images = | ||
{{MoveDataCargoImage|no_214a|caption=}} | {{MoveDataCargoImage|no_214a|caption=}} | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|no_214ax|caption='''214A~X'''}} | ||
{{MoveDataCargoImage|no_214c|caption= | {{MoveDataCargoImage|no_214bx|caption='''214B~X'''}} | ||
| hitboxes = | |||
{{MoveDataCargoImage|no_214a|1|caption=|hitbox=yes}} | |||
{{MoveDataCargoImage|no_214a|2|caption='''214A''' / '''214B'''|hitbox=yes}} | |||
{{MoveDataCargoImage|no_214ax|caption='''214A~X'''|hitbox=yes}} | |||
{{MoveDataCargoImage|no_214bx|5|caption='''214B~X'''|hitbox=yes}} | |||
{{MoveDataCargoImage|no_214c|1|caption=|hitbox=yes}} | |||
{{MoveDataCargoImage|no_214c|2|caption='''214C'''|hitbox=yes}} | |||
| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|no_214a}} | {{AttackDataCargo-MBTL/Query|no_214a}} | ||
* Restands airborne opponents. | * Restands airborne opponents. | ||
* Links into | * Links into A or B normals early in combos. | ||
* Noel can cancel this special into a 25f dash followup. | * Noel can cancel this special into a 25f dash followup. | ||
Restands opponents | Restands opponents on the first hit, but not the second. Great range, slightly larger than Noel's C buttons. Can also be used to confirm far hits (e.g. max range 2B) - it's possible to link 5A or 2B afterwards and go into a full combo. At the end of a long combo, hitstun decay may stop it from comboing into 214AA (or anything else). You can go for a restand reset afterwards, though, if you're a chancer. | ||
{{AttackDataCargo-MBTL/Query|no_214ax}} | {{AttackDataCargo-MBTL/Query|no_214ax}} | ||
* Follow-ups are referred to as '''Rampaging Sister'''. | * Follow-ups are referred to as '''Rampaging Sister'''. | ||
* Soft knockdown, | * Soft knockdown, but can be EX cancelled. | ||
Useful combo filler - 214BB 214AA is a near-universal combo ender, and you can spend meter on the move of your choice afterwards. Not an overhead | |||
{{AttackDataCargo-MBTL/Query|no_214b}} | {{AttackDataCargo-MBTL/Query|no_214b}} | ||
* Restands airborne opponents. | * Restands airborne opponents. | ||
* Links into | * Links into almost any normal early in combos - usually links into A normals even late into a route. | ||
Slower than 214A but deals more damage. Follow-up also deals more damage. | * Noel can cancel this special into a 25f dash followup. | ||
Slower than 214A but deals more damage. Follow-up also deals more damage. Can be used as an alternative to 214A to confirm far hits, but is generally more prone to dropping, since it's slower. | |||
{{AttackDataCargo-MBTL/Query|no_214bx}} | {{AttackDataCargo-MBTL/Query|no_214bx}} | ||
* Good damage and | * Good damage and EX cancellable. | ||
* Links into 214A midscreen | * Links into 214A midscreen, or normals in the corner. | ||
This is generally the move you want to route into | This is generally the move you want to route into - you can usually link 214A or 2B afterwards unless the combo is very scaled. | ||
The last hit is an overhead, which can catch people who don't know the matchup, but isn't especially threatening if your opponent knows about it - the preceding hits give them plenty of time to react. | |||
{{AttackDataCargo-MBTL/Query|no_214c}} | {{AttackDataCargo-MBTL/Query|no_214c}} | ||
* Wallbounces in the corner, | * Wallbounces in the corner, and usually gives a hard knockdown from anywhere on the screen. | ||
* | * Very fast and can confirm even from far distances. However, at high scaling, it won't knock down. | ||
Allows for an easy safejump setup in or near the corner - just hold 9 afterwards, then press jC at the end of the second jump. | |||
}} | |||
{{MoveDataCargo | |||
| title = Heavy Thrust | |||
| subtitle = | |||
| input = {{#invoke:InputsMBTL|toIcons|4B+C}} | |||
| images = | |||
{{MoveDataCargoImage|no_4bc|caption=}} | |||
| hitboxes = | |||
{{MoveDataCargoImage|no_4bc|1|caption=|hitbox=yes}} | |||
{{MoveDataCargoImage|no_4bc|2|caption=|hitbox=yes}} | |||
{{MoveDataCargoImage|no_4bc|3|caption=|hitbox=yes}} | |||
| info = | |||
{{AttackDataCargo-MBTL/Query|no_4bc}} | |||
* Recovers in the air, jump-cancellable on hit, block, and whiff. | |||
* Lots of clash frames. | |||
Good for contesting grounded opponents at a distance, as it advances very quickly. Gains lots of clash frames in Moon Drive. Also useful for building meter at the end of a combo to secure the kill. | |||
}} | }} | ||
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| images = | | images = | ||
{{MoveDataCargoImage|no_22a|caption=}} | {{MoveDataCargoImage|no_22a|caption=}} | ||
{{MoveDataCargoImage|no_22b|caption=}} | | hitboxes = | ||
{{MoveDataCargoImage|no_22c|caption=}} | {{MoveDataCargoImage|no_22a|3|caption='''22A / 22[A]'''|hitbox=yes}} | ||
{{MoveDataCargoImage|no_22b|3|caption='''22B'''|hitbox=yes}} | |||
{{MoveDataCargoImage|no_22c|5|caption='''22C'''|hitbox=yes}} | |||
| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|no_22a}} | {{AttackDataCargo-MBTL/Query|no_22a}} | ||
* Has some clash frames on startup. | * Has some clash frames on startup. | ||
Extremely niche use as a source of clash-frames, as an anti-air, or to get airborne for a low-altitude plus on block j.236C. Generally not very useful. | |||
{{AttackDataCargo-MBTL/Query|no_22[a]}} | {{AttackDataCargo-MBTL/Query|no_22[a]}} | ||
* | * Hits overhead on the second hit. | ||
* | * Very risky without resources for a cancel. | ||
Doesn't hit overhead until frame 28. Very risky without resources, and fairly reactable if your opponent is looking for it. The first hit is a mid, which makes it bad at catching low shields unless it's spaced outm, but can occasionally catch people mashing, since it hits on frame 6. The overhead is a decent way to check if your opponent is awake or aware, but don't rely on this much. | |||
{{AttackDataCargo-MBTL/Query|no_22b}} | {{AttackDataCargo-MBTL/Query|no_22b}} | ||
* | * Invincible reversal. | ||
A solid DP with lots of vertical and horizontal range. The 22 input makes it useful against ambiguous crossups. | |||
Gives fairly reliable confirms into a full combo on anti-air Fatal Counter using 5A 623B. | |||
{{AttackDataCargo-MBTL/Query|no_22c}} | {{AttackDataCargo-MBTL/Query|no_22c}} | ||
* Noel's reversal | * Noel's EX reversal. | ||
Hits at about a 45 degree angle upwards with a lot of momentum. | Hits at about a 45 degree angle upwards with a lot of momentum. Generally, you can just use 22B instead, but this is useful when you really need an invincible EX cancel. (e.g. special move clashes). Doesn't give a hard knockdown or do much damage, even on Counter Hit. | ||
}} | |||
{{MoveDataCargo | |||
| title = Noel Somersault | |||
| subtitle = | |||
| input = {{#invoke:InputsMBTL|toIcons|2B+C}} | |||
| images = | |||
{{MoveDataCargoImage|no_2bc|caption=}} | |||
| hitboxes = | |||
{{MoveDataCargoImage|no_2bc|4|caption=|hitbox=yes}} | |||
| info = | |||
{{AttackDataCargo-MBTL/Query|no_2bc}} | |||
* Recovers in the air, jump-cancellable on hit, block, and whiff. | |||
* Lots of clash frames. | |||
Has lots of clash frames in Moon Drive, and can net you a full combo if it hits using a key. If your opponent Shields this, though, you lose all cancel options and will be left wide open. | |||
}} | }} | ||
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{{MoveDataCargoImage|no_j236b|caption=No follow-up this time}} | {{MoveDataCargoImage|no_j236b|caption=No follow-up this time}} | ||
{{MoveDataCargoImage|no_j236c|caption=}} | {{MoveDataCargoImage|no_j236c|caption=}} | ||
| hitboxes = | |||
{{MoveDataCargoImage|no_j236a|caption=|hitbox=yes}} | |||
{{MoveDataCargoImage|no_j236b|caption=|hitbox=yes}} | |||
{{MoveDataCargoImage|no_j236c|caption=|hitbox=yes}} | |||
| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|no_j236a}} | {{AttackDataCargo-MBTL/Query|no_j236a}} | ||
* Uses one Black Key. | * Uses one Black Key. | ||
* Noel throws the key at a steep angle downwards. | * Noel throws the key at a steep angle downwards. | ||
TK j.236A is not quite as plus as 236A, but it doesn't push Noel back as far. All air Black Keys are quite thin, which can lead to opponents running under you and punishing your landing recovery. Still a decent air-to-ground poke, but you'll usually need j.236C to get a full confirm. | |||
{{AttackDataCargo-MBTL/Query|no_j236b}} | {{AttackDataCargo-MBTL/Query|no_j236b}} | ||
* Uses one Black Key. | * Uses one Black Key. | ||
* Noel throws the key at a shallow angle downwards. | * Noel throws the key at a shallow angle downwards. | ||
Plus on block, but less so compared to TK j.236A. The angle makes it better as a poke than j.236A, | Plus on block, but less so compared to TK j.236A. The angle makes it better as a poke than j.236A, letting you catch people acting at the other side of the screen. | ||
{{AttackDataCargo-MBTL/Query|no_j236c}} | {{AttackDataCargo-MBTL/Query|no_j236c}} | ||
* Uses one Black Key. | * Uses one Black Key. | ||
Noel throws a large, explosive Black Key, thrown at a similar trajectory to j.236B. | Noel throws a large, explosive Black Key, thrown at a similar trajectory to j.236B. Has a ton of untech time - useful to confirm any stray air hit or air Black Key toss into a full combo. It's also slightly plus on block. Not quite as versatile as the grounded version, but still pretty handy. | ||
}} | }} | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Black Key (Simple) (air) | | title = Black Key (Simple) (air) | ||
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| images = | | images = | ||
{{MoveDataCargoImage|no_j6bc|caption=}} | {{MoveDataCargoImage|no_j6bc|caption=}} | ||
| hitboxes = | |||
{{MoveDataCargoImage|no_j6bc|caption=|hitbox=yes}} | |||
| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|no_j6bc}} | {{AttackDataCargo-MBTL/Query|no_j6bc}} | ||
* Uses one Black Key. | * Uses one Black Key. | ||
Ground bounces on hit. | Ground bounces on hit. Useful to confirm air hits or cinematic launches into full ground combos. Can also be used as an easy, rewarding throw bait in point-blank strike/throw situations. | ||
}} | }} | ||
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| images = | | images = | ||
{{MoveDataCargoImage|no_236bc|caption=}} | {{MoveDataCargoImage|no_236bc|caption=}} | ||
| hitboxes = | |||
{{MoveDataCargoImage|no_236bc|caption=|hitbox=yes}} | |||
| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|no_236bc}} | {{AttackDataCargo-MBTL/Query|no_236bc}} | ||
* Great range, picks up off of any special move except 22X. | * Dashes towards the opponent before attacking. Great range, picks up off of any special move except 22X. | ||
* Full invincibility gives it some niche use as an anti-zoning tool, if you have the meter. Be careful if your opponent has access to Moon Drive activation. | |||
Excellent combo ender if you have the meter for it. Has enough advantage on hit that a quick 2AB framekill will set up an autotimed safejump, but that's by no means your only option. | Excellent combo ender if you have the meter for it. Has enough advantage on hit that a quick 2AB framekill will set up an autotimed safejump, but that's by no means your only option. | ||
}} | }} | ||
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{{MoveDataCargoImage|no_abcd|caption=}} | {{MoveDataCargoImage|no_abcd|caption=}} | ||
| hitboxes = | |||
{{MoveDataCargoImage|no_abcd|caption=|hitbox=yes}} | |||
| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|no_abcd}} | {{AttackDataCargo-MBTL/Query|no_abcd}} | ||
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{{ColorGallery/Color|14| text=Color 14 }} | {{ColorGallery/Color|14| text=Color 14 }} | ||
{{ColorGallery/Color|15| text=Color 15 }} | {{ColorGallery/Color|15| text=Color 15 }} | ||
{{ColorGallery/Color|16| text=[[Melty_Blood/MBTL/Customization#Unique_Colors|Color 16]] }} | |||
{{ColorGallery/Color|17| text=Color 17 }} | |||
{{ColorGallery/Color|18| text=Color 18 }} | |||
{{ColorGallery/Color|19| text=Color 19 }} | |||
{{ColorGallery/Color|20| text=Color 20 }} | |||
{{ColorGallery/Color|21| text=Color 21 }} | |||
{{ColorGallery/Color|22| text=Color 22 }} | |||
{{ColorGallery/Color|23| text=Color 23 }} | |||
{{ColorGallery/Color|24| text=Color 24 }} | |||
{{ColorGallery/Color|25| text=Color 25 }} | |||
}} | }} | ||
{{#lst:Mizuumi Wiki:Roadmap/MBTL|{{SUBPAGENAME}}}} | {{#lst:Mizuumi Wiki:Roadmap/MBTL|{{SUBPAGENAME}}}} |
Latest revision as of 15:10, 30 October 2023
Gameplay
Noel is a footsie rushdown character who relies on far pokes and huge sweeping attacks to get at the opponent.
A new character from the remake of Tsukihime. She is a simple character to play with, easily punishing opponent's mistakes in mid-range and converting into combos with her far-reaching and disjointed B/C normal attacks in addition to her sweeping Heavy Punishment (623X) leaping special move. If the opponent thinks they can just play patiently in neutral, she can pile on the pressure using follow-ups from Heavy Thrust (214X) and hidden Black Key (236X) projectiles with lots of frame advantage.
These big normals come with big recovery, though - and while her Black Keys are strong, when they're gone, they're gone. (Until the next round, anyway).
If you learn the frame data and effective use of Reverse Beat, Noel can go far.
Pick if you like | Avoid if you dislike |
---|---|
|
|
Irresistibly beautiful teacher by day, cold-blooded slayer of Dead Apostles by night
She recently transferred to Shiki's school as a new teacher. She is an executor for the Holy Church and Ciel's partner.
She may not have the battle experience Ciel does, but she's prepared to fight. Whenever faced with a weak opponent, she shows no mercy, claiming to be “weak against the strong, but overwhelmingly strong against the weak".
At school, she exploits her appeal as an older woman to gain popularity with the boys. The girls, however, don't seem to like her.
Judging from the way she idolizes love and marriage, it's safe to say she doesn't have much luck with either.
Main Weapon/Skill
Halberd, Black Keys
Basic Info
Height: 169cm
Weight: 59kg
Blood Type: B
Birthday: December 25
Voiced by: Ai Kayano
Character Summary
- Moon Skill
- 6B+C - Black Key (Simple) (Air OK)
- 3B+C - Heavy Punishment
- 4B+C - Heavy Thrust
- 2B+C - Noel Somersault
- Special Attacks
- 236A/B/C (EX OK) - Black Key (Simple): Projectile.
- > A/B/C - Additional input 1: Additional projectile.
- > 66 - Additional input 2: Ground dash-cancel.
- 623A/B/C (EX OK) - Heavy Punishment: Combo tool, anti-air, overhead (B and B+C ver. only).
- 214A/B/C (EX OK) - Heavy Thrust: Poke and combo tool.
- > A/B/C - Rampaging Sister: Follow-up attack.
- > 66 - Additional input 2: Ground dash-cancel.
- 22A/B/C (EX OK) - Noel Somersault: Anti-air, reversal (B and EX ver. only).
- j.236A/B/C (EX OK) - Black Key (Simple): Air projectile.
- Arc Drive
- 236B+C - Time to Repent: High damage invincible attack.
- Last Arc
- A+B+C+D / D in Blood Heat - Heavenly Trinity: Very high damage invincible attack.
- Unique Attacks
- 6C, 3C
- Blowback Edge Moves
- j.[C], 22[A]
Limited to 10 Black Key uses per round.
HP Value: 11,700 (Average)
Backdash:
- 1-10 Full Invul - 1-14 Strike Invul - 15-19 Projectile/Air Invul - 5-21 Airborne - 33 Total
Dash startup: 5
Dash actionable: 5
Jump startup: 4
Jump airtime: 34
Midscreen: A Normals:
- 2A 2B 2C 5C 214BB 214AA (236C/214C)
B/C Normals:
- 2B 2C 5C 623B 5B 214BB 214AA (236C/214C)
Corner: A Normals:
- 2A 2C 6C 623B 5B 214BB 2B Rapid Beat 214A (236C/214C)
B/C Normals:
- 2B 2C 6C 623B 5B 214BB 2B Rapid Beat 214AA (236C/214C)
You can replace [2A 2B] with basically anything. Without meter, end with 214B 5A 2C 3C jB AT if you want a hard knockdown
Move Analysis
Normal Moves
Standing Normals
5A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
160 | LH | -N-, -SE-, -SP-, -RB-, -EX-, -MD-, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | 11 | 17 | -1 | - |
- Fast startup and good frame advantage.
- Similar whiff data to 2A allows them to be used interchangeably.
- Whiff cancels available from frame 11 onwards (frame 11 is the first frame of the whiff cancelled move).
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420 | LH | N, SP, RB, EX, MD, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 3 | 19 | 30 | -7 | - |
- Decent vertical reach.
5C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
610 | LH | N, SP, RB, EX, MD, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 4 | 25 | 38 | -12 | - |
- Vacuums opponents closer to Noel.
Very strong pressure tool in blockstrings, thanks to the vacuum. Really shines when used during pressure, for catching landings, or as a whiff punish. The vacuum properties make it good for stabilizing combos and adjusting the opponent's position in blockstrings. It's only -1 on rebeat too, so you can ambiguously reset pressure while reeling them in.
Keep in mind that this button hits fairly low to the ground, so it can whiff sometimes against jumps and IADs. Has lots of recovery on whiff, so be sure your opponent is where you expect them to be.Crouching Normals
2A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
140 | L | N, -SE-, -SP-, RB, -EX-, -MD-, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 2 | 10 | 17 | 0 | - |
- 0 on block.
- Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
240*2 (468) | LH, L | N, SP, RB, EX, MD, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 2 (5) 3 | 20 | 37 | -7 | - |
- Hits twice.
- First hit is a mid, second hit is a low.
Big, two-hitting normal. The first hit is bigger vertically, and the second is bigger horizontally and scoots Noel slightly forwards. The first hit is a mid, but it's a solid anti-air due to the angle it hits at; it's especially good at hitting IADs. The second hit usually won't hit airborne opponents at all, so it's still a bit risky as an AA.
The second hit has the longest range of all of Noel's normals, and is a low to boot, so it's great at catching people walking backwards. At max range, though, 214X is needed to convert a hit into a combo.2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
620 | L | N, SP, RB, EX, MD, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 4 | 24 | 36 | -11 | - |
- Half-screen low sweep.
Jumping Normals
j.A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
130 | HA | N, SE, SP, RB, EX, MD, J | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 4 | - | - | - | - |
- Excellent rising air-to-air for opponents right above you.
- Recovers in mid-air if used rising, allowing Noel to use other air actions (including other air normals) while falling. It can also be whiff cancelled into a jump or special.
If you're in the air and moving forwards, you're probably pressing this. Has almost best-in-class range for a j.A, and a fast 5 frame startup, great for sniping other air buttons out of startup.
You often don't get much more than an airthrow on a normal hit without meter, but on Fatal Counter you can land and pick up into a full combo.j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400 | HA | N, SP, RB, EX, MD, J | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 4 | - | - | - | - |
- Incredible air button for navigating in the air on account of it having a hitbox on both sides of Noel.
j.C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
560 | HA | N, SP, RB, EX, MD, J | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 5 | - | - | - | - |
- Jump-in and used in safejumps.
- Excellent retreating normal, covers tons of space.
- Hits very high above Noel, making IAD j.C great at catching jump-outs in the corner.
j.C is a little slow, but it's good as a jump-in or to generally cover space. It's also your go-to button for IAD pressure resets or safejumps.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900 | HA | N, SP, RB, EX, MD, J | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
20 | 6 | - | - | - | 16-19 Clash |
- Jump-in, clash tool and situational combo tool.
Noel's j.[C] doesn't have a ton of clash frames, but it's still pretty good for air exchanges or aggressive jump-ins.
Useful combo filler for some high-damage routes too.Command Normals
6C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | LH | SP, EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | 8 | 16 | 36 | -4~+3 | - |
- Wallbounces on hit.
- Corner combo filler.
Good gap closer and hitconfirm tool during offense, especially in the corner. Black Keys thrown afterwards are often difficult to challenge, letting you reset pressure with lots of frame advantage to work with. Or you can just land and throw them. The wallbounce makes it easy to confirm any hit into a high-damage combo, too.
This move has two hitbox states, but can only hit once.Universal Mechanics
Rapid Beat 1
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
230*2 (414) | LH | SP, RB, EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 3 (11) 3 | 23 | 48 | -10 | - |
- 1st hit ground bounces, 2nd hit sends outwards.
- Cancellable only into special moves or Rapid Beat 2.
Two-hit forward-moving Rapid Beat and a useful part of Noel's combo game. Guaranteed ground bounce that brings opponents into either 3C or 214B range from any height. Like all Rapid Beat 1s, scales combo damage hard, so avoid using early in a combo unless it is the only way to stabilize the combo. Especially useful towards the end of a route, when the proration doesn't matter so much and air hits become more unstable.
Can also be used as an advancing move in pressure, though 6C is generally a better option there.3C / Rapid Beat 2
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | LH | SP, EX, MD, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 3 | 25 | 37 | -11 | Air 5-12 |
- Universal cinematic launcher that automatically jump-cancels on hit.
- Invulnerable to air attacks starting from frame 5.
Ground Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
300, 600*2 (1500) | U | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4 | 3 | 19 | 25 | +35 | - |
- Sets up a safejump anywhere with neutral jump j.C.
Air Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | U | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1 | 3 | 31 | 34 | - | - |
- Universal air combo ender.
Noel's air throw leaves her fairly close to her opponent. From there it's easy enough to set up a simple 5A or 5C meaty, or throw a meaty Black Key.
Air throw is usually Noel's highest damage ender without meter, and is the best way to get a hard knockdown meterlessly. Her metered combo enders are very strong, but AT is perfectly good in its own right.Special Moves
Black Key (Simple)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1000 | LHA | (CH), (EX), (MD) | - | 1 Black Key | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | X | 19 | 31 | +13 [-3] | - |
- Cancelable into a 30f forward dash.
- Uses one Black Key.
- Bracketed advantage is advantage if dash cancelled. Advantage listed assumes point-blank range.
Noel steps back and throws a key. Rarely a true blockstring off any normal, but is very plus on block and useful for pressure resets. The backwards movement often allows Noel to avoid mashed buttons entirely, netting her a full punish. If spaced just outside 5B range, dash cancelling this ASAP leaves Noel around +1 or +2. Around the edge of C normal range, it can be +6 or more (5A is gapless); at the same spacing without the dash cancel, it is advantageous enough to be safe against Shield > B+C followup.
Note: for every version of this move, the Key counter is incremented very early in startup. If you get counterhit, the Key is counted as used.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1000 | LHA | (CH), (EX), (MD) | - | 1 Black Key | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | X | 30 | 37 | +1 [-6] | - |
- Dash cancelable.
- Uses one Black Key.
- Bracketed advantage is advantage if dash cancelled. Advantage listed assumes point-blank range.
Faster than the A version, and moves Noel farther back, but is also less advantageous. Usually more suitable for neutral. The backstep is extremely useful for antiairing opponents who have committed to a falling button from relatively far away, as with good spacing, Noel's backstep will clear the air normal entirely and counterhit them out of the sky.
Can be + on fastest possible dash cancel starting from around 5C range. 236B > 66 is +1 when it hits on F17, which is possible when cancelling from spaced 2C or 2B(2). This creates an unreactable frame trapping pressure reset which even leaves you in throw range in the corner. The dash is true punishable if the key is shielded, however.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1000 | LHA | -EX-, -MD- | - | 1 Black Key | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
25 | X | - | 50 | +3 (min) | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1000 | LHA | -EX-, -MD- | - | 1 Black Key | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
25 | X | - | 52 | +1 (min) | - |
- Uses an additional Black Key.
Noel jumps forward and throws another key. This move forces Noel back in her opponent's face at slight frame advantage. There is often a gap on block between the two keys, though (especially if the first key was 236B).
- The angle of the second key is a little different depending on which button you press - similar to j.236A and j.236B respectively. Expensive in terms of resources, but gets you back in throw range with plus frames.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
880, 651 (1531) | LHA | - | - | 1 Black Key, 1 Magic Circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+4 | X | 19 | 26 | +8 [-9] | - |
- Dash cancelable.
- Uses one Black Key.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700, 750 (1255) | LHA | EX, MD | - | 2 Black Keys, 3 Moon Icons | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10, 31 | X | 29 | 59 | +2 | - |
- Uses two Black Keys.
- Unlike 236XX, there is no gap between the two keys.
Heavy Punishment
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | LH | -EX-, -MD- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
16 | 3 | 20 | 38 | -6 | - |
- Always links into 5A - can link into 5B if it hits an airborne opponent.
- Can avoid low-hitting moves during startup.
Not an overhead, but a solid anti-air if used preemptively. Can also be used as a hard callout against people jumping out of pressure, or just as a poke in neutral - it's huge and has less recovery than C normals. Gives a decent conversion on hit, and is very easy to confirm with meter or on counter-hit. Even though it's minus on block, the pushback makes it impossible to punish.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1350 | LH, H | -EX-, -MD- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 15 (4) 3 | 19 | 49 | -5 | - |
- Always links into 5A - can link into 5B if it hits an airborne opponent.
- 1st hit only hits opponents in hitstun. Overhead hit startup is 31.
- Can avoid low-hitting moves during startup.
Noel's long-range overhead and core combo tool due to its ground bounce. Quite slow; 623B is not useful as a mixup, but it's great to shut down jumps at a distance because it's air unblockable and hits really high above Noel. You can be Fatal Countered out of the hop during startup though! Much like 623A, the pushback makes it impossible to actually punish on block.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700*4 (2324) | LH | MD | - | 1 Magic Circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+4 | 17 | 27 | 51 | -1 | - |
- Combo ender.
- Gives a basic safejump with 5A(whiff) microwalk 9 j.C.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
350+1200 (1394) | LH, H | EX, MD | - | 3 Moon Icons | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
15 | 12, 3 | 18 | 47 | -4 | - |
- Lots of clash frames.
- 2nd hit is an overhead.
Solid option on reaction to jumps at a distance, similar to 623B but faster. Plenty of pushback and only -4 on block makes this reasonably safe to throw out, though you're in real trouble if they Shield.
Note that the first hit is a mid, so this usually won't work as a callout against low shields.Heavy Thrust
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
640, 556 (1196) | LH | -CH-, -EX-, -MD- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | 2 (9) 3 | 18 | 44 | -4 [-10] | - |
- Restands airborne opponents.
- Links into A or B normals early in combos.
- Noel can cancel this special into a 25f dash followup.
Restands opponents on the first hit, but not the second. Great range, slightly larger than Noel's C buttons. Can also be used to confirm far hits (e.g. max range 2B) - it's possible to link 5A or 2B afterwards and go into a full combo. At the end of a long combo, hitstun decay may stop it from comboing into 214AA (or anything else). You can go for a restand reset afterwards, though, if you're a chancer.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1000 | LH | -EX-, -MD- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | 3 | 20 | 35 | -6 | - |
- Follow-ups are referred to as Rampaging Sister.
- Soft knockdown, but can be EX cancelled.
Useful combo filler - 214BB 214AA is a near-universal combo ender, and you can spend meter on the move of your choice afterwards. Not an overhead
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
680, 556 (1236) | LH | -CH-, -EX-, -MD- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
16 | 2 (8) 3 | 18 | 46 | -4 [-10] | - |
- Restands airborne opponents.
- Links into almost any normal early in combos - usually links into A normals even late into a route.
- Noel can cancel this special into a 25f dash followup.
Slower than 214A but deals more damage. Follow-up also deals more damage. Can be used as an alternative to 214A to confirm far hits, but is generally more prone to dropping, since it's slower.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
430*3 (1186) | LH | -EX-, -MD- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 11 (15) 3 | 20 | 58 | -6 | - |
- Good damage and EX cancellable.
- Links into 214A midscreen, or normals in the corner.
This is generally the move you want to route into - you can usually link 214A or 2B afterwards unless the combo is very scaled. The last hit is an overhead, which can catch people who don't know the matchup, but isn't especially threatening if your opponent knows about it - the preceding hits give them plenty of time to react.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
450*5, 600 (2340) | LH | MD | - | 1 Magic Circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+5 | 2 (7) 2 (11) 10 (20) 2 (18) 3 | 23 | 105 | -4 | - |
- Wallbounces in the corner, and usually gives a hard knockdown from anywhere on the screen.
- Very fast and can confirm even from far distances. However, at high scaling, it won't knock down.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
500*3 (1355) | LH | EX, MD, -J- | - | 3 Moon Icons | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 2 (5) 2 (11) 2 | 34 | 65 | -14 | - |
- Recovers in the air, jump-cancellable on hit, block, and whiff.
- Lots of clash frames.
Noel Somersault
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
520, 400*2 (1200) | LH | -EX-, -MD- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 5 (5) 4 | 35 | 54 | -16 | - |
- Has some clash frames on startup.
Extremely niche use as a source of clash-frames, as an anti-air, or to get airborne for a low-altitude plus on block j.236C. Generally not very useful.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
520*3 (1392) | LH, H, H | -EX-, -MD-, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 5 (17) 4 | 35 | 66 | -16 | - |
- Hits overhead on the second hit.
- Very risky without resources for a cancel.
Doesn't hit overhead until frame 28. Very risky without resources, and fairly reactable if your opponent is looking for it. The first hit is a mid, which makes it bad at catching low shields unless it's spaced outm, but can occasionally catch people mashing, since it hits on frame 6. The overhead is a decent way to check if your opponent is awake or aware, but don't rely on this much.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
440*3 (1200) | LH | (EX), (MD) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 12 | 37 | 54 | -18 | 1~13 All |
- Invincible reversal.
A solid DP with lots of vertical and horizontal range. The 22 input makes it useful against ambiguous crossups. Gives fairly reliable confirms into a full combo on anti-air Fatal Counter using 5A 623B.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
430*4 (1517) | LH | MD | - | 1 Magic Circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+2 | 15 | 47 | 67 | -31 | 1-15 All |
- Noel's EX reversal.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | LHA | EX, MD, -J- | - | 3 Moon Icons | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | 10 | 44 (13) | 60 (29) | -26 (+5) | - |
- Recovers in the air, jump-cancellable on hit, block, and whiff.
- Lots of clash frames.
Black Key (Simple) (air)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1000 | LHA | -EX-, -MD- | - | 1 Black Key | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
15 | X | Until Landing + 7 | - | +10 (TK) | - |
- Uses one Black Key.
- Noel throws the key at a steep angle downwards.
TK j.236A is not quite as plus as 236A, but it doesn't push Noel back as far. All air Black Keys are quite thin, which can lead to opponents running under you and punishing your landing recovery. Still a decent air-to-ground poke, but you'll usually need j.236C to get a full confirm.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1000 | LHA | -EX-, -MD- | - | 1 Black Key | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | X | Until Landing + 7 | - | +4 (TK) | - |
- Uses one Black Key.
- Noel throws the key at a shallow angle downwards.
Plus on block, but less so compared to TK j.236A. The angle makes it better as a poke than j.236A, letting you catch people acting at the other side of the screen.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
880+651 (1531) | LHA | MD | - | 1 Black Key, 1 Magic Circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+8 | X | Until Landing + 7 | - | +5 (TK) | - |
- Uses one Black Key.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1100 | LHA | - | EX, MD | 1 Black Key, 3 Moon Icons | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | X | Until Landing + 7 | - | +10 [TK] | - |
- Uses one Black Key.
Super Moves
Time to Repent
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3500 | LH | - | - | 3 Magic Circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+9 | 3 | 31 | 45 ~ 55 | -18 | 1 - (End of Active) All |
- Dashes towards the opponent before attacking. Great range, picks up off of any special move except 22X.
- Full invincibility gives it some niche use as an anti-zoning tool, if you have the meter. Be careful if your opponent has access to Moon Drive activation.
Heavenly Trinity
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
4800 [4800 ~ 6960 in BH] | LH | - | - | 4 Magic Circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+21 | 4 | 27 | 52 | -14 | 1 - 13 All, 1 - 25 Throw |
- Usable with 4 full Magic Circuit gauges, at any time in Blood Heat, or with a successful Shield while in Blood Heat.
- Damage in Blood Heat scales with amount of Heat Gauge remaining on activate.
Reverse Beats
Attack | Chain | Advantage |
---|---|---|
5B/2B(1) | 5A/2A | -3 |
2B(2) | 5A/2A | -2 |
5C/2C | 5A/2A | -1 |
Attack | Chain | Frame Gap |
---|---|---|
Customization
Palette options
Noel Wiki Roadmap
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