Melty Blood/MBTL/Noel: Difference between revisions

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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 that also act as either a backstep or a jumping move to bait counter-hits.
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.


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.  
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.
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|content3=
|content3=
{{Content Box|header=Quick combo reference|content=
{{Content Box|header=Quick combo reference|content=
Coming soon.
Midscreen:
2A 2B 2C 5C 214BB 214AA (236C/214C)
 
''Can replace [2A 2B] with basically anything''
2B 2C 5C 623B 5B 214BB 214AA (236C/214C)
 
''B or C starter route''
 
Corner:
~2A 2C 6C 623B 5B 214BB 2B Rapid Beat 214A (236C/214C)
 
''Can replace [2A 2B] with basically anything''
~2B 2C 6C 623B 5B 214BB 2B Rapid Beat 214AA (236C/214C)
''B or C starter route''
}}
}}
}}
}}
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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|no_5b}}
{{AttackDataCargo-MBTL/Query|no_5b}}
* Great vertical reach.
* Decent vertical reach.
Noel does an upwards kick. Great combo tool as it links after special moves that C buttons are too slow for. 5B also makes for a good run-up button as it's not nearly as committal as 5C or 2C while also having a good upwards hitbox to potentially catch jumping opponents.
Noel does an upwards kick. Useful combo tool, especially to stabilise air hits into follow-ups. 5B also makes for a good run-up button as it's not nearly as committal as 5C or 2C while also having a good upwards hitbox to potentially catch jumping opponents.
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{{AttackDataCargo-MBTL/Query|no_5c}}
{{AttackDataCargo-MBTL/Query|no_5c}}
* Vacuums opponents closer to Noel.
* Vacuums opponents closer to Noel.
Can function as a poke, but really shines when used during pressure or for catching landings. The vacuum properties make it good for stabilizing combos and adjusting the opponent's position in blockstrings. Keep in mind that because this button hits so low to the ground it's vulnerable to jumps, IADs, and low crushing moves. Huge recovery on whiff, so you need to be very sure that your opponent won't be in the air before you use this.
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 low to the ground, so it can whiff against jumps, IADs, and low crushing moves. Has lots of recovery on whiff, so you need to be very sure that your opponent won't be in the air before you use this.
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* 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, as her 2A is one of, if not the best 2A in the game.
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 staggered button.
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* 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 decent anti-air due to the angle it hits at, but be careful not to whiff it as it's more committal than her C normals. If used after 2C, whiffing the first hit will make the second hit frame trap 5-frame A buttons.
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 decent anti-air due to the angle it hits at, especially good at hitting IADs. The second hit usually won't hit airborne opponents at all, so it's still a bit risky.
The second hit has the longest range of all Noel's normals. At max range, 214X is needed to convert a hit into a combo.
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{{AttackDataCargo-MBTL/Query|no_2c}}
{{AttackDataCargo-MBTL/Query|no_2c}}
* Half-screen low sweep.
* Half-screen low sweep.
Can function as a poke, but you'll mainly be using it for pressure. It's one frame faster than 5C and doesn't vacuum, making it better for pushing opponents away from you for rebeat pressure or making Black Key more advantageous. Also makes for a great dash-under anti-air thanks to its reach. Keep in mind that it hits just as low as 5C (if not lower), making it even more vulnerable to jumps, IADs, and low crushing moves. Like 5C, be very sure that your opponent won't be in the air before pressing this.
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. Makes for a good dash-under anti-air thanks to its reach. 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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{{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 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 probably pressing this. Has very good range for a j.A, but still comes out at 5 frames.  
You often don't get much more than an airthrow on normal air hit, but on Fatal Counter you can land and pick up into a full combo.
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* Air-to-air for opponents more in front of you.
* Air-to-air for opponents more in front of you.
* Does not recover until landing, unlike j.A.
* Does not recover until landing, unlike j.A.
Slower than j.A and much worse recovery with no great benefit in return. I'm struggling to say anything good about this normal but it isn't exactly bad either. Most of the situations you could use this in neutral are better suited for j.A.
Extends slightly behind Noel, so it can hit opponents behind you. It's mostly useful as air combo filler.
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* Excellent retreating normal, covers tons of space.
* Excellent retreating normal, covers tons of space.
* Hits very high above Noel, making IAD jC great at catching jump-outs in the corner.
* 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.
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 doesn't have great ways to combo into this move except for some AA Fatal Counter routes. It also doesn't have great clash frames to eat anti-airs like some other j.[C] normals (looking at you, Saber) which makes it generally go unused. It's best for faking a safejump by purposely charging late and landing to go low or throw.
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.
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{{AttackDataCargo-MBTL/Query|no_3c}}
{{AttackDataCargo-MBTL/Query|no_3c}}
* Enters a cinematic and automatically jump-cancels on hit.
* Enters a cinematic and automatically jump-cancels on hit.
Noel's anti-air and launcher. Most of your combos will use this normal.
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.
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* Wallbounces on hit.
* Wallbounces on hit.
* Corner combo filler.
* Corner combo filler.
Good gap closer during offense. Generally punishable if not canceled after use in pressure; 5f buttons can punish even if 6C is used from halfscreen. Cancel window starts after landing and spacing depends on timing of hit, so frame trap capabilities with special cancels can vary.
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.
The wallbounce makes it easy to confirm any hit into a high-damage combo too.
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{{AttackDataCargo-MBTL/Query|no_rapid2}}
{{AttackDataCargo-MBTL/Query|no_rapid2}}
* 1st hit ground bounces, 2nd hit sends outwards.
* 1st hit ground bounces, 2nd hit sends outwards.
Two-hit forward-moving Rapid Beat and a core 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 2s, scales combo damage EXTREMELY hard, so avoid using early in a combo unless it is the only way to stabilize the combo.
* Cancellable only into special moves or Rapid Beat 3.
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 2s, 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.
Can also be used as an advancing move in pressure, but 6C is generally a better option there.
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{{AttackDataCargo-MBTL/Query|no_rapid3}}
{{AttackDataCargo-MBTL/Query|no_rapid3}}
* Same animation as 3C
* Same animation as 3C
* Special cancellable only on block - performs cinematic launch on hit.
Pretty much just the same as 3C, except at the end of a Rapid Beat chain. Only really useful if you want/need to end a combo with airthrow.
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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|no_throw}}
{{AttackDataCargo-MBTL/Query|no_throw}}
* Sets up a safejump anywhere with [8]j.C.
* Sets up a safejump anywhere with neutral jump j.C.
Noel's throw game is better than average thanks to her incredible A normals. 5C > 5Aw is another excellent way to get opponents in throw range, but the star of the show is her 0 on block 2A.
Noel's throw game is better than average thanks to her incredible A normals. 5C > 5Aw is another excellent way to get opponents in throw range, but the star of the show is her 0 on block 2A.
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{{AttackDataCargo-MBTL/Query|no_airthrow}}
{{AttackDataCargo-MBTL/Query|no_airthrow}}
* Universal air combo ender.
* Universal air combo ender.
Noel wants to keep her double jump in air combos as she can then use j.236A as a meaty. The easiest and most consistent setup is double jump > j.236A, which tends to lose against horizontal reversals and Shield. She can also double jump and land with 5A, which beats mashing. She can go low with 2A but that will trade. If opponents like to low shield, she can delay airdash j.C to blow it up.
Noel's airthrow leaves her fairly close to her opponent. From there it's easy enough to set up a simple 5A meaty, or do something fancy like IAD j.236A to switch sides (though it won't hit crossup)
Generally, Noel will want to use metered enders over airthrow where possible though.
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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.
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.
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 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.''
''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. 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.
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 spacing, Noel's 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.
{{AttackDataCargo-MBTL/Query|no_236xx}}
{{AttackDataCargo-MBTL/Query|no_236xx}}
* 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 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.
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.
{{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. Can be used to keep unsafe specials safe, but it shines as a damage extension super at the end of a combo thanks to its huge hitstun. Usually you'll want to dash-cancel it into 3C and get an airthrow ender from there, but the high advantage on hit also gives Noel time to Forced Release (activate Heat) to recover some health and still meaty the opponent, or to set up a left/right mixup.
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 be useful as a hitconfirm tool, giving a full combo from almost 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.
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{{AttackDataCargo-MBTL/Query|no_623a}}
{{AttackDataCargo-MBTL/Query|no_623a}}
* Links into 5A on airborne opponents.
* 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.
* Can avoid low-hitting moves during startup.
Not an overhead, but actually a somewhat reliable anti-air if used preemptively. Can also be used as a hard callout against people jumping out of pressure. Gives a decent conversion on counterhit or high enough anti-air. Even though it's minus on block, the pushback makes it difficult if not impossible to punish. At worst your turn is over.
{{AttackDataCargo-MBTL/Query|no_623b}}
{{AttackDataCargo-MBTL/Query|no_623b}}
* Links into 5B on airborne opponents, and 5A on grounded opponents.
* Links into 5B on airborne opponents, and 5A on grounded opponents.
* 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 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.
* Can avoid low-hitting moves during startup.
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. You can be Fatal Countered out of the hop during startup though!
{{AttackDataCargo-MBTL/Query|no_623c}}
{{AttackDataCargo-MBTL/Query|no_623c}}
* Combo ender.
* Combo ender.
* Gives a basic safejump with 5A(whiff) microwalk 9j.C.
* Gives a basic safejump with 5A(whiff) microwalk 9 j.C.
Alternate combo ender to 236C, usually gives less damage but leads to a safejump and doesn't spend keys. This can drop in high hitstun decay, in that case use 214C instead to end your combo.
Highest-damage combo ender, and fairly stable at the end of long combos. Gives a safejump with 5A whiff, microwalk 9 j.C.
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{{AttackDataCargo-MBTL/Query|no_214a}}
{{AttackDataCargo-MBTL/Query|no_214a}}
* Restands airborne opponents.
* Restands airborne opponents.
* Links into 5A early in combos.
* 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 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.
Restands opponents hit by 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 after the first hit and go into a full combo. Can also go for resets after this instead of finishing your combo 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, sometimes useful as a last-resort ender.
* Soft knockdown, but can be EX cancelled.
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.  
Useful combo filler - 214BB 214AA is a near-universal combo ender, and you can spend meter on the move of your choice afterwards.
{{AttackDataCargo-MBTL/Query|no_214b}}
{{AttackDataCargo-MBTL/Query|no_214b}}
* Restands airborne opponents.
* Restands airborne opponents.
* Links into 5A early in combos.
* Links into any normal early in combos - usually links into B normals even late into routes.
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.
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.
The dash cancel is still not really worth considering.
{{AttackDataCargo-MBTL/Query|no_214bx}}
{{AttackDataCargo-MBTL/Query|no_214bx}}
* Good damage and cancels into super.
* Good damage and EX cancellable.
* Links into 214A midscreen early in combos.
* Links into 214A midscreen, or normals in the corner.
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.
This is generally the move you want to route into - you can usually link 214A 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.
{{AttackDataCargo-MBTL/Query|no_214c}}
{{AttackDataCargo-MBTL/Query|no_214c}}
* Wallbounces in the corner, adds damage early in combos.
* Wallbounces in the corner
* Noel's fastest super, somewhat useful at high hitstun decay.
* Noel's fastest super, somewhat useful at high hitstun decay.
Allows for an easy safejump setup in the corner - just hold 9 afterwards, then press jC at the end of the second jump.
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{{AttackDataCargo-MBTL/Query|no_22a}}
{{AttackDataCargo-MBTL/Query|no_22a}}
* Has some clash frames on startup.
* 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.
Extremely niche use as a source of clash-frames or as an anti-air, but generally not very useful.
{{AttackDataCargo-MBTL/Query|no_22[a]}}
{{AttackDataCargo-MBTL/Query|no_22[a]}}
* Overhead.
* Hits overhead on the second hit.
* Don't let them block this if you don't have resources.
* Very risky without resources for a cancel.
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.
Doesn't hit overhead until frame 28. Pretty slow, and very risky without resources. The first hit is a mid, which makes it bad at catching low shields unless it's spaced far out. Good way to check if your opponent is awake, but don't rely on this much.
{{AttackDataCargo-MBTL/Query|no_22b}}
{{AttackDataCargo-MBTL/Query|no_22b}}
* Same speed as 22A but more even damage distribution.
* Invincible reversal.
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].
A solid DP with lots of forward range. The 22 input makes it useful against ambiguous crossups too.
Gives fairly reliable confirms into a full combo on anti-air Fatal Counter.
{{AttackDataCargo-MBTL/Query|no_22c}}
{{AttackDataCargo-MBTL/Query|no_22c}}
* Noel's reversal super.
* Noel's EX reversal.
Hits at about a 45 degree angle upwards with a lot of momentum. This is both a blessing and a curse as it can hit pretty far above and away from Noel but potentially whiff against opponents directly above her. Most of the time, this move will not knock down, causing another scramble as the opponent techs. If you have Moon Drive available, use that instead.
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.
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* 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.
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.
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, but the hitbox is still quite thin and easy to miss with.
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. The explosion has a long untech time for combo extensions or pickups. If you go for 22[A] and don't have Moon Drive available, cancelling into this will keep Noel plus on block and give a combo on hit.
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 key into a full combo. It's also slightly plus on block. Not quite as versatile as the grounded version, but still pretty handy.
}}
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* Uses two Black Keys.
* Uses two Black Keys.
* Unlike 236XX, there is no gap between the two keys.
* Unlike 236XX, there is no gap between the two keys.
Uses some Moon Gauge as well as two Black Keys, making this very expensive and sadly not very useful.
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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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|no_3bc}}
{{AttackDataCargo-MBTL/Query|no_3bc}}
* Jump-cancellable on hit, block, and whiff (2nd hit only).
* Lots of clash frames.
* Lots of clash frames.
* 2nd hit is an overhead.
* 2nd hit is an overhead.
Excellent at stopping people from jumping and knowledge-checking people who don't expect the overhead. Plenty of pushback and only -4 on block makes this quite safe to go for as a midrange anti-air.
Excellent in response to jumps, similar to 623B but faster. Plenty of pushback and only -4 on block makes this quite safe to go for as a midrange anti-air, 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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* Recovers in the air, jump-cancellable on hit, block, and whiff.
* Recovers in the air, jump-cancellable on hit, block, and whiff.
* Lots of clash frames.
* Lots of clash frames.
Good for contesting grounded opponents, especially in Moon Drive. Much worse against airborne opponents than 3BC due to how thin the hitbox is. The jump cancel window is also quite late in the move, making Noel very minus if she whiffs this.
Good for contesting grounded opponents, especially in Moon Drive, as it advances very quickly. Also useful for building meter at the end of a combo to secure the kill.
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* Recovers in the air, jump-cancellable on hit, block, and whiff.
* Recovers in the air, jump-cancellable on hit, block, and whiff.
* Lots of clash frames.
* Lots of clash frames.
Pseudo-reversal, almost a reversal in Moon Drive. Jump cancel lets Noel get an airthrow after for okizeme. Loses cleanly to throws.
Has lots of clash frames in Moon Drive, and can net you a full combo if it hits. If your opponent Shields this, though, you lose all cancel options and will be left wide open.
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{{AttackDataCargo-MBTL/Query|no_j6bc}}
{{AttackDataCargo-MBTL/Query|no_j6bc}}
* Uses one Black Key.
* Uses one Black Key.
Ground bounces on hit. Can be used to extend air combos when used early on, or after 22[A]/22C after cancelling into Moon Drive. Typically a last resort due to how resource-intensive it is to use. You especially don't want it to whiff, and it carries the same thin hitbox as her j.236X moves.
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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{{AttackDataCargo-MBTL/Query|no_236bc}}
{{AttackDataCargo-MBTL/Query|no_236bc}}
* Great range, picks up off of any special move except 22X.
* 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.
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.
}}
}}

Revision as of 11:16, 29 August 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 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.

Strengths Weaknesses
  • 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.
  • Elusive Hurtboxes: Noel's C normals are extremely disjointed, with her 5C additionally shifting her hurtbox backwards, and her Black Key specials all cause Noel to take a step backward before throwing them. This complements her whiff punish game, additionally causing short-ranged DPs, Heat, and Shield Counter to whiff simply by using spaced C normals in pressure.
  • Keys: Noel's Black Keys are an extremely flexible tool in any matchup: they are extremely advantageous on block with low recovery if shielded, ignore projectiles, and convert into a full combo from any distance with 236C. As a result, she only has 10 per round, but this is more than enough as long as you use them frugally.
  • High Recovery: The majority of Noel's grounded moves, especially her long-range C normals, have very high recovery, making her prone to whiff punishment if she guesses wrong about the opponent's position.
  • Low-Hitting Normals: All of Noel's long-range normals hit very close to the ground and will almost always whiff against airborne opponents. This requires her to use more committal options such as 623X/3BC or shorter-range pokes such as rising j.A or falling j.C to cover the air.
HP Value: 11,700

Backdash: -

Movement Speed: -

Character Summary

Move list

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]
Stats & vitals

Limited to 10 Black Key uses per round.

Dash actionable: 5

Jump startup: 4

Jump airtime: 34

Quick combo reference

Midscreen: 2A 2B 2C 5C 214BB 214AA (236C/214C)

Can replace [2A 2B] with basically anything

2B 2C 5C 623B 5B 214BB 214AA (236C/214C)

B or C starter route

Corner: ~2A 2C 6C 623B 5B 214BB 2B Rapid Beat 214A (236C/214C)

Can replace [2A 2B] with basically anything

~2B 2C 6C 623B 5B 214BB 2B Rapid Beat 214AA (236C/214C)

B or C starter route

MBTL Noel Art.png

Move Analysis

Normal Moves

Standing Normals

5A
5A
5A
MBTL Noel 5A.png
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).
One frame faster than 2A. Generally you'll be using 2A for pressure, but 5A makes for a great fast poke in neutral. It's by far her least committal move and its low total duration makes it great for rebeat pressure.
5B
5B
5B
MBTL Noel 5B.png
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.
Noel does an upwards kick. Useful combo tool, especially to stabilise air hits into follow-ups. 5B also makes for a good run-up button as it's not nearly as committal as 5C or 2C while also having a good upwards hitbox to potentially catch jumping opponents.
5C
5C
5C
MBTL Noel 5C.png
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 low to the ground, so it can whiff against jumps, IADs, and low crushing moves. Has lots of recovery on whiff, so you need to be very sure that your opponent won't be in the air before you use this.

Crouching Normals

2A
2A
2+A
MBTL Noel 2A.png
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).
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 staggered button.
2B
2B
2+B
MBTL Noel 2B 1.png
MBTL Noel 2B 2.png
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 decent anti-air due to the angle it hits at, especially good at hitting IADs. The second hit usually won't hit airborne opponents at all, so it's still a bit risky.

The second hit has the longest range of all Noel's normals. At max range, 214X is needed to convert a hit into a combo.
2C
2C
2+C
MBTL Noel 2C.png
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.
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. Makes for a good dash-under anti-air thanks to its reach. 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.

Jumping Normals

j.A
j.A
Aerial A
MBTL Noel jA.png
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 very good range for a j.A, but still comes out at 5 frames.

You often don't get much more than an airthrow on normal air hit, but on Fatal Counter you can land and pick up into a full combo.
j.B
j.B
Aerial B
MBTL Noel jB.png
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.
  • Does not recover until landing, unlike j.A.
Extends slightly behind Noel, so it can hit opponents behind you. It's mostly useful as air combo filler.
j.C
j.C
Aerial C
MBTL Noel jC.png
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.

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

3C
3C
3+C
MBTL Noel 3C.png
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.
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.
6C
6C
6+C
MBTL Noel 6C.png
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.

The wallbounce makes it easy to confirm any hit into a high-damage combo too.

Universal Mechanics

Rapid Beat 2
Rapid Beat 2
X>X
Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
No results
  • 1st hit ground bounces, 2nd hit sends outwards.
  • Cancellable only into special moves or Rapid Beat 3.

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 2s, 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.

Can also be used as an advancing move in pressure, but 6C is generally a better option there.
Rapid Beat 3
Rapid Beat 3
X>X>X
Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
No results
  • Same animation as 3C
  • Special cancellable only on block - performs cinematic launch on hit.
Pretty much just the same as 3C, except at the end of a Rapid Beat chain. Only really useful if you want/need to end a combo with airthrow.
Ground Throw
throw
4/6+A+D
MBTL Noel throw.png
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.
Noel's throw game is better than average thanks to her incredible A normals. 5C > 5Aw is another excellent way to get opponents in throw range, but the star of the show is her 0 on block 2A.
Air Throw
airthrow
Aerial 4/6+A+D
MBTL Noel airthrow.png
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 airthrow leaves her fairly close to her opponent. From there it's easy enough to set up a simple 5A meaty, or do something fancy like IAD j.236A to switch sides (though it won't hit crossup)

Generally, Noel will want to use metered enders over airthrow where possible though.

Special Moves

Black Key (Simple)
Black Key (Simple)
236+X
MBTL Noel 236A.png
A version throws a key slower but is more advantageous on block, B version throws the key faster but is less advantageous on block
MBTL Noel 236B.png
Pressing A or B will throw the second key at a different angle
MBTL Noel 236C.png
All 3 versions are dash cancelable
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 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 spacing, Noel's 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 at slight frame advantage. There is often a gap on block between the two keys, though (especially if the first key was 236B).

  1. The angle of the second key is a little different depending on which button you press - similar to j.236A and j.236B respectively.
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.
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 be useful as a hitconfirm tool, giving a full combo from almost 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.
Heavy Punishment
Heavy Punishment
623+X
MBTL Noel 623A.png
MBTL Noel 623B.png
MBTL Noel 623B.png
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.
  • Can avoid low-hitting moves during startup.

Not an overhead, but actually a somewhat reliable anti-air if used preemptively. Can also be used as a hard callout against people jumping out of pressure. Gives a decent conversion on counterhit or high enough anti-air. Even though it's minus on block, 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.
  • 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 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. You can be Fatal Countered out of the hop during startup though!

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.
Highest-damage combo ender, and fairly stable at the end of long combos. Gives a safejump with 5A whiff, microwalk 9 j.C.
Heavy Thrust
Heavy Thrust
214+X
MBTL Noel 214X.png
MBTL Noel 214X.png
A ender
MBTL Noel 214X.png
B ender
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 hit by 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 after the first hit and go into a full combo. Can also go for resets after this instead of finishing your combo 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.

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 any normal early in combos - usually links into B normals even late into routes.

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. The dash cancel is still not really worth considering.

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 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.

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
  • Noel's fastest super, somewhat useful at high hitstun decay.
Allows for an easy safejump setup in the corner - just hold 9 afterwards, then press jC at the end of the second jump.
Noel Somersault
Noel Somersault
22+X
MBTL Noel 22X.png
MBTL Noel 22X.png
MBTL Noel 22X.png
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 or as an anti-air, but 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. Pretty slow, and very risky without resources. The first hit is a mid, which makes it bad at catching low shields unless it's spaced far out. Good way to check if your opponent is awake, 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 forward range. The 22 input makes it useful against ambiguous crossups too. Gives fairly reliable confirms into a full combo on anti-air Fatal Counter.

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.
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.
Black Key (Simple) (air)
Black Key (Simple) (air)
Aerial 236+X
MBTL Noel j236A.png
A and B version will throw key at different angles
MBTL Noel j236B.png
No follow-up this time
MBTL Noel j236C.png
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.
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 key into a full combo. It's also slightly plus on block. Not quite as versatile as the grounded version, but still pretty handy.

Moon Skills

Black Key (Simple)
Black Key (Simple)
6+B+C
MBTL Noel 6BC.png
Will do the follow up automatically
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.
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.
Heavy Punishment
Heavy Punishment
3+B+C
MBTL Noel 623B.png
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.

Excellent in response to jumps, similar to 623B but faster. Plenty of pushback and only -4 on block makes this quite safe to go for as a midrange anti-air, 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
Heavy Thrust
4+B+C
MBTL Noel 4BC.png
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.
Good for contesting grounded opponents, especially in Moon Drive, as it advances very quickly. Also useful for building meter at the end of a combo to secure the kill.
Noel Somersault
Noel Somersault
2+B+C
MBTL Noel 22X.png
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.
Has lots of clash frames in Moon Drive, and can net you a full combo if it hits. If your opponent Shields this, though, you lose all cancel options and will be left wide open.
Black Key Throw (Simple) (air)
Black Key (Simple) (air)
Aerial 6+B+C
MBTL Noel j6BC.png
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.
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.

Super Moves

Time to Repent
Time to Repent
236+B+C
MBTL Noel 236BC.png
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.
  • Full invincibility gives it some niche use as an anti-zoning tool, if you have the meter.
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.
Heavenly Trinity
Heavenly Trinity
A+B+C+D
MBTL Noel ABCD.png
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

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

Customization

Palette options

Color 1
Color 2
Color 3 (Reines El-Melloi)
Color 4
Color 5
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Color 15


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