Melty Blood/MBTL/Noel: Difference between revisions
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{{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. | |||
If you're in the air and moving forwards, you're using this button. It's got pretty good reach for a j.A and comes out blazing fast at 5 frames. You don't get much off normal air hit but it easily converts on Fatal Counter. | If you're in the air and moving forwards, you're using this button. It's got pretty good reach for a j.A and comes out blazing fast at 5 frames. You don't get much off normal air hit but it easily converts on Fatal Counter. | ||
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Revision as of 12:48, 20 January 2022
Story
She recently transferred to Shiki's school as a new teacher. She metes out judgment to all blasphemers as an executor for the Holy Church. 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”.
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 that also act as either a backstep or a jumping move to bait counter-hits.
On the downside, she lacks meterless invincible moves to get out of bad situations, and must play a careful keepout game to ensure safety. No thanks to her laggy recovery on most of her normals and specials outside of close-range A buttons, average mobility and her Black Key usage limit of 10.
If you learn the frame data and effective use of Reverse Beat, Noel can go far.
Strengths | Weaknesses |
---|---|
|
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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.
- 22A/B/C (EX OK) - Noel Somersault: Anti-air, reversal (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]
11,000 Life. Limited to 10 Black Key uses per round.
Dash startup: 6
Dash actionable: 9
Jump startup: 4
Jump airtime: 34
Coming soon.
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 | - |
- Great 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.
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.
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.
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 | - | - | - | - |
- Air-to-air for opponents more in front of you.
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 jC great at catching jump-outs in the corner.
Don't carelessly approach with this. j.A and j.B make better air-to-airs, j.C is primarily a jump-in or defensive air normal due to its comparatively slow speed.
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 and situational combo tool.
Command Normals
3C
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 |
- Enters a cinematic and automatically jump-cancels on hit.
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.
Universal Mechanics
Rapid Beat 2
Certified eSports
- 1st hit ground bounces, 2nd hit sends outwards.
Rapid Beat 3
- Same animation as 3C
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 [8]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.
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] | - |
- Dash cancelable.
- Uses one Black Key.
- Bracketed advantage is advantage if dash cancelled. Advantage listed assumes point-blank range.
Noel steps back and throws a key. Almost never makes a true blockstring, but is absurdly plus on block and useful for pressure resets. Generally it will frame trap if your opponent is pressing something or they'll airblock it if they try to jump. After it is blocked, IAD is generally safer to go for than redash pressure due to how ground dash startup works. If spaced at C normal range, dash cancelling this is more than +5 (5A is gapless), and 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 but also less advantageous. Less useful in pressure but slightly more useful in neutral. The backstep is extremely useful for antiairing opponents who have committed to a falling button from relatively far away, as with good enough spacing, Noe'sl backstep will clear the air normal entirely and counterhit them out of the sky. In pressure, can be +1 on dash cancel from just beyond Noel's 2C range. No results
- Uses an additional Black Key.
Noel jumps forward and throws another key. This move forces Noel back in her opponent's face but is generally not worth the Key cost. There is always a gap on block between the two keys, allowing the opponent to shield in between the hits. 236A > IAD j.C accomplishes the same thing while only being a little bit more unsafe.
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.
Heavy Punishment
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | LH | -EX-, -MD- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
16 | 3 | 20 | 38 | -6 | - |
- Links into 5A on airborne opponents.
Not an overhead, but actually a somewhat reliable anti-air if used preemptively. Gives a decent conversion on counterhit or high enough anti-air. The frame data says it's -7, but the pushback makes it difficult if not impossible to punish. At worst your turn is over.
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 | - |
- Links into 5B on airborne opponents, and 5A on grounded opponents.
Noel's long-range overhead and core combo tool due to its ground bounce. Quite slow by itself, but allows for a combo on grounded normal hit where 623A would not. 623B is not useful as a mixup, but it's great to shut down jumps at a distance because it's air unblockable.
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 9j.C.
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 5A early in combos.
Restands opponents hit by the first hit, but not the second. Great range, slightly larger than Noel's C buttons. Sometimes you can whiff punish opponents with this if you can't dash up in time, but punishing with a button is always preferable. The frame advantage on block is also quite good combined with the pushback, which can let Noel punish people mashing after with 2B or 2C.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1000 | LH | -EX-, -MD- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | 3 | 20 | 35 | -6 | - |
- Soft knockdown, sometimes useful as a last-resort ender.
Combos into EX specials but generally deals less damage than 214BB. In some routing it can be utilized due to less hitstun scaling than 214BB to allow more followups after 236C, however.
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 5A early in combos.
Slower than 214A but deals more damage. Follow-up also deals more damage. 214B is Noel's highest-reward and safest frametrap special if not spending keys.
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 cancels into super.
- Links into 214A midscreen early in combos.
This is generally the move you want to route into if you're spending meter. Almost always combos out of Rapid Beat 2, and from there it combos into any of her EX specials as well as her Arc Drive for great damage. The last hit is an overhead which can catch people who don't know the matchup. Be wary using it in extended routing as it has a tendency to drop and reset the opponent on the last hit, leaving you punishable at -6 on block. Can actually be cancelled into j236C during Noel's jump on the third hit, which leaves Noel slightly closer to continue pressure using j236C's plus frames.
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, adds damage early in combos.
- Noel's fastest super, somewhat useful at high hitstun decay.
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.
Slightly less minus than 22B, but you'll only be using this to get to 22[A]. -16 and -18 mean you're in for a world of hurt regardless. On the upside, it leads to a meterless combo on grounded opponents.
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 | - |
- Overhead.
- Don't let them block this if you don't have resources.
Excellent if you have the resources to make it safe. 22[A] > Moon Drive leads to some nasty mixups and 22[A] has some clash frames to stop 2A mashers. Noel can also make this safe with j.236C, which also nets her a (different) combo.
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 |
- Same speed as 22A but more even damage distribution.
Use this if you're looking for an anti-air DP. That said, it's not all that great at its job. 22B will lose to more disjointed jump-ins, as well as armored ones like Kouma's j.[C].
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 reversal super.
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.
Saving your double jump in air combos lets you meaty with this after airthrow. TK j.236A is not as plus as 236A, but it doesn't push Noel back as far which lets her use the plus frames better. All air Black Keys are quite thin, which can lead to opponents running under you and punishing your landing recovery. Be careful and don't get predictable with them. Ground Keys (usually 236B) are better for neutral.
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, but the hitbox is still quite thin and easy to miss with.
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.
Moon Skills
Black Key (Simple)
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 |
---|---|---|---|---|---|
350+1200 (1394) | LH, H | EX, MD | - | 3 Moon Icons | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
15 | 12, 3 | 18 | 47 | -4 | - |
- Jump-cancellable on hit, block, and whiff (2nd hit only).
- Lots of clash frames.
- 2nd hit is an overhead.
Heavy Thrust
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 |
---|---|---|---|---|---|
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 Throw (Simple) (air)
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 |
- Great range, picks up off of any special move except 22X.
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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