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Revision as of 02:27, 19 August 2022
Story
A certain executor who has become a dead apostle. She now appears as a girl at her most lovely, who has also acquired the Mystic Eyes of Roses in addition to the abilities of a dead apostle. She is able to forcefully remove the soul of her target and lock them away in her Mystic Eyes of Roses, where they experience an unending nightmare. Not only that, but she is also able to manipulate a large number of spears (bells) in a battle style evocative of a dancing butterfly.
Gameplay
Dead Apostle Noel (DA-Noel or DAN for short) is a high-mobility projectile zoner/trap setplay character.
Available as a free DLC alongside Aoko since 13 Jan 2022, this "corrupted" version of Noel cranks her mix-up and okizeme game to eleven. Central to her gameplay are her projectile "nails" with an option to either follow-up with more nails, delay the launch or dashing in. Combined with that are the "spikes" that can be remotely detonated for okizeme, area-denial or combo extension. Her movement is also great, with a ridiculously far airdash and various movement options from her special attacks, letting her weave in and out of opponent's reach and land punish out of almost any stray hits.
She trades all that with middling mid-range normals (her main poke being 5C, which only covers a low angle), forcing DA-Noel to commit fully in mid-screen neutral with her special attacks, an act that can get her blown up if she guesses her opponent's reaction wrong. She can be terrifying in the right hands, but one must have caution when dealing with a devil.
Strengths | Weaknesses |
---|---|
|
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Backdash: -
Movement Speed: -Character Summary
- 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]
Dash startup: 5
Dash actionable: 9
Jump startup: 4
Jump airtime: 38
Coming soon.
Move Analysis
Normal Moves
Standing Normals
5A
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 | - |
5B
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 | - |
5C
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 | - |
5[C]
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 |
Crouching Normals
2A
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 | - |
2B
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 | - |
2C
Jumping Normals
j.A
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 | - | - |
j.B
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 | - | - | - | - |
j.C
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 | - | - | - | - |
j.[C]
Command Normals
6C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | LHA | SP, MS, EX, MD | L | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | - | 24 | 35 | -8 | - |
- Projectile
3C
Universal Mechanics
Rapid Beat 2
Rapid Beat 3
- Same animation as 3C
Ground Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
750, 750 (1500) | U | - | HK | - | Throw |
First Active | Active | Recovery | Overall | Advantage | Invul |
4 | 3 | 19 | 25 | +55 | - |
Air Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | U | (J) | HK | - | Throw |
First Active | Active | Recovery | Overall | Advantage | Invul |
1 | 3 | 12L | - | - | - |
- Universal air combo ender.
- If you still have your jump and air dash, you can jump cancel the recovery and air dash towards your opponent to meaty them with a falling air normal.
Special Moves
Skewered Pigeon
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
370*3 (1020) | LHA | CH, EX + | L | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | - | 40 | 52 | -8 (min) | - |
- DA Noel Summons a bunch of bells before moving backwards and firing them forward. All versions have long recovery and easily shieldable.
The A version causes the bells to be fired at a angle, which makes not travel as far as the B version but it doesn't whiff on crouchers.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400*5 (1692) | LHA | CH, EX+ | L | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
68 | - | - | 51 | + a lot | - |
- Charging 236X causes the bells to stay in place before firing.
Useful for oki after throw. In the corner throw -> 236[A] easy way to set up a mix-up. She can either dash up low shield and continue her pressure after the 236[A] is blocked or run a mix-up between dash throw/2A/IAD j.C/4BC/2C. However, keep in mind the opponent can mash on any of the options outside of 2C. You can also use the hold version to try and bait a shield follow-up and punish with either 3BC or 2BC but you don't get anything from this if your to far or don't have meter.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400*3 (1104) | LHA | CH, EX+ | L, WB | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | - | 37 | 49 | -5 (min) | - |
236B cause the bells to be shot in a straight line, a more traditional fireball.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400*5 (1692) | LHA | CH, EX+ | L , WB, | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
68 | - | - | 46 | + a lot | - |
- Whiffs on crouchers
Also used for oki after throw. Since it whiffs crouchers, low shield and forward dash it doesn't cover the same options as throw -> 236[A] but she can get a meaty 2C or throw. She can also do this midscreen unlike 236[A]
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
490 | LHA | -EX-, -MD- | L | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
14 | 3 | 30 | 46 | -8 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | L | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | -8 | - |
- 236XX is a dash forward that is also an attack. Doesn't travel as far as it seems.
- 236X4X makes DA Noel jump into the air and use her j.214X special.
The X follow-up can be punished on block, so either be careful about using it in pressure or have resources to cancel it with MD or EX moves. Good combo filler. Can be used to cross-up if you delay it slightly after 236X. If 236X gets air-blocked from around mid to half-screen, you can cancel into the X follow-up and cancel into 22C for a air unblockable (similar to Vlov/Roa AUB).
4X followup doesn't see that much use on the ground, can be used to bait people into mashing after 236X if your close enough. Both follow-ups if delayed can be fuzzy jumped and punished.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
230*15 (2021) | LHA | (MD) | L, HK | 1 Magic Circuit | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+7 | X (23) X (23) X | 29 | 88 | +16 | - |
- DA Noel floats backwards into the air before firing 3 sets of bells at a angle.
Noel Somerneige
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
330*3, 360 (1225) | LH | -EX-, -MD-, (J) | L | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 12 | 31 | 52 | -17 | - |
- DA Noel places the bell she's holding on the ground and then does some acrobatics on it.
Like most DP's, A version doesn't have any invul on it. Is seen in combos as she can jump cancel or high jump cancel afterwards to continue the combo.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
360*4 (1270) | LH | (EX) (MD) | L | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 15 | 39 | 62 | -31 | 1-12 All |
B version is a reversal however it is very slow. It is beaten by heat OS (Meaty 5/2A - 5/2BD) since it's so slow. However, it does have some good horizontal range, use with extreme caution.
DA Noel performs two sets of acrobatics, as well as the moves start-up being much faster.Skewered Pork
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
370*3 (1009) | LHA | EX+ | L, GB, SK | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
18, 31 | - | - | 49 | +2 / +15 | - |
- DA Noel jumps backwards before two bell fall from the sky and embed in the ground. Commonly referred to as bell set.
- The initial hitbox will only connect on airborne opponents, while the second hits very low to the ground as the bells land.
- You can only have 1 set of bells on the screen, doing 214X and 4BC when there already bells out will destroy the pre-existing ones.
- The set bells don't do anything on their own but interact with her 22X series.
DA Noel main setplay move, incredibly strong. A version summons the two bells closer to her. All 3 versions are extremely plus on block if hit meaty (ex. after air throw), and can be used to bait throw with the step back. 5A(whiff) -> 22[A] is a easy mix up after 214X that can not be shielded.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
380*3 (1036) | LHA | EX+ | L, GB, SK | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
20, 43 | - | - | 55 | -2 / +21 | - |
- B sets them farther than A and hits slightly later.
B version summons the bells much farther from her. Doesn't hit in front of DA Noel so if you want to punish throw you have to be aware of the spacing. If spaced correctly, this version is completely unpunishable on shield since it hits so far.
EX Version drops 3 bells in-between A and B version. A really good combo ender as it sets up the bells before HKD. Afterwards you can go for a low airdash delay 236[A] as oki. You can throw before the 236[A] hits or 2A to call-out stand shield.Dazzling Echo
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
600, 300 (858) | LH | EX+, (J) | L, SK | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 (13, 43, 73) | 2 (1) 10 | 29 | 50 | -11 | - |
- Noel raises her bell she's holding into the air for a magical attack. This attack is air unblockable, but will whiff on crouching opponents.
- Detonates all set bells placed on the screen from 214x and 4BC, launching opponents into the air on hit.
- The set bells shatter after using 22A/B
- Commonly referred to as bell activation.
A version causes the leftmost set bells to detonate before moving to the right.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
680, 300 (938) | LH | EX+, (J) | L, SK | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
18 (32, 67, 102) | 2 (1) 10 | 31 | 61 | -16 | - |
- Charged version gives larger detonation hitboxes and delays the detonation. Really oppressive after a good knockdown, leads into strike/throw mix to bait shields. Don't charge detonate if your opponent is close to you and the recovery is to slow to be safe from a BC follow-up.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
650, 300 (908) | LH | EX+, (J) | L, SK | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
15 (34, 64, 94) | 2 (1) 10 | 18 | 45 | 0 | - |
B version causes the rightmost set bell to detonate before moving to the left, pulling opponents in on block.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
710, 300 (968) | LH | EX+, (J) | L, SK | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
23 (52, 87, 122) | 2 (1) 10 | 18 | 53 | -3 | - |
Charing the B version gives the same effects as the charring the A version.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700, 350*5 (2018) + 210*5 per bell | LH | (MD/AD) | L, HK | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
4 + 5 (9) | 2 (1) 10 | 18 | 39 | +13 | - |
- Has a much larger hitbox and thus does not whiff on crouchers.
- Detonates all set bells placed on the screen from 214x and 4BC at the same time, and does not remove them from the screen. Detonation hitboxes pull opponents inwards on block.
Skewered Pigeon (air)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
370*3 (1020) | LHA | CH, EX+ | L, SK | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | - | 12L | - | -4 (TK) | - |
- Functions similarly to grounded version
Throws bells at a angle. Air version is a lot more situational as it has a lot of landing recovery which makes it easy to punish. Good combo extender when you have decent proration and can be jump cancelled on hit.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400*5 (1692) | LHA | CH, EX+ | L, SK | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
68 | - | 12L | - | - | - |
- Oki tool
Typically used after 214C or 236BC in the corner, j.236[A] oki can be used to bait shield follow-ups and punishing them since the move has no recovery. Be careful with it however as it gives them free meter when shielded. DA Noel can also just throw the opponent before the bells hit them. Can also be used to extend air-time to avoid active moves like Aoko's charged beams.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400*3 (1104) | LHA | CH, EX+ | L, WB, SK | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | - | 12L | - | -3 (TK) | - |
Throws bells in a straight line, whiffs on crouchers and is also situational like the A version.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400*5 (1692) | LHA | CH, EX+ | L, WB | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
68 | - | 12L | - | - | - |
Similar to j.236[A] but whiffs on crouchers.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
480 | LHA | EX+, (J) | L | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
14 | 2 | 12L | - | - | - |
X follow up is typically only used as a combo extender as using it neutral is a really easy punish. Can be MDCed at a specific range for left/right mix ups. 4X follow-up is also good combo fodder for good starters but doesn't see too much use outside of that.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
480 | LHA | EX+, (J) | L | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
14 | 2 | 12L | - | -5 (min, TK) | - |
X follow up is typically only used as a combo extender as using it neutral is a really easy punish. Can be MDCed at a specific range for left/right mix ups. 4X follow-up is also good combo fodder for good starters but doesn't see too much use outside of that.
Works the same as the grounded version but is in the air. Also situational.Unfortunate Rain
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.
DA Noel jumps back and fires 3 sets of bells at a steep angle. Can be a bit tricky to combo into due to the steepness but is her best combo ender by far as it always leads to HKD and does the most damage of her enders.Moon Skills
Skewered Pigeon
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).
Very similar to grounded version.Noel Somerneige
Skewered Pork
Dazzling Echo
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
680, 300 (938) | LHA | (J, EX+) | L, SK | 3 Moon Icons | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 (16, 36, 56) | 2 (1) 10 | 14 | 37 | +1 | Clash 1-10 (MD) |
- Wiffs on Crouchers
Unfortunate Rain
Super Moves
Arc Drives
Pest Control Expert Paranodahlia
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3500 (250*12/8/4) | LHA | - | HK | 3 Magic Circuit | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+11 (103, 163, 223) | 24, (16*3) | 40 | 75 | -23 | All 1-41 |
- DA Noel causes a bunch of bells to fall from the sky, landing in front of her. If the move hits it goes into a cinematic where she summons more bells that rain down on the opponent.
- If the moves is blocked, shielded or whiffs after a brief pause, a set of bells will rain on the opponent tracking their position. This happens 3 times and getting hit by any of the 3 sets will not cause the cinematic to play.
Last Arc
Sleeping Rose Princess Rozay-en
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
4800 | LH | - | HK | 4 Magic Circuit | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+21 | 4 | 27 | 52 | -14 | All 1-25 |
- DA Noel traps the opponent in a never-ending nightmare.
- Useable by hitting ABCD with 4 Bars or shielding a move in blood heat.
- Damage in blood heat scales with how much remaining meter is left.
Reverse Beats
Customization
Palette options
Dead Apostle Noel Wiki Roadmap
68% complete | ||
|
Page | Completed | To-do | Score |
---|---|---|---|
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 |