Melty Blood/MBTL/Noel: Difference between revisions
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{{Content Box|header=Quick combo reference|content= | {{Content Box|header=Quick combo reference|content= | ||
Midscreen: | Midscreen: | ||
2A 2B 2C 5C 214BB 214AA (236C/214C) | A Normals: | ||
* 2A 2B 2C 5C 214BB 214AA (236C/214C) | |||
2B 2C 5C 623B 5B 214BB 214AA (236C/214C) | B/C Normals: | ||
* 2B 2C 5C 623B 5B 214BB 214AA (236C/214C) | |||
Corner: | Corner: | ||
A Normals: | |||
* 2A 2C 6C 623B 5B 214BB 2B Rapid Beat 214A (236C/214C) | |||
B/C Normals: | |||
* 2B 2C 6C 623B 5B 214BB 2B Rapid Beat 214AA (236C/214C) | |||
'' | ''You can replace [2A 2B] with basically anything.'' | ||
''Without meter, end with 214B 5A 2C 3C jB AT if you want a hard knockdown'' | |||
}} | }} | ||
}} | }} | ||
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{{AttackDataCargo-MBTL/Query|no_5b}} | {{AttackDataCargo-MBTL/Query|no_5b}} | ||
* Decent vertical reach. | * Decent vertical reach. | ||
Noel does an upwards kick. Useful combo tool, especially to stabilise air hits into follow-ups. | Noel does an upwards kick. Useful combo tool, especially to stabilise air hits into follow-ups. Can occasionally catch people out of the air if they try to jump away, since it hits at an angle above Noel, but it's a bit on the slow side. It can recover in time to Shield a charged Heat if used as a meaty, at least. | ||
}} | }} | ||
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* Vacuums opponents closer to Noel. | * Vacuums opponents closer to Noel. | ||
Very strong pressure tool in blockstrings, thanks to the vacuum. | 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. | 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 | Keep in mind that this button hits fairly low to the ground, so it can whiff sometimes against jumps and IADs. Has lots of recovery on whiff, so be sure your opponent is where you expect them to be. | ||
}} | }} | ||
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* 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. It's neutral on block, so it's great for resetting pressure or frametrapping with a | Amazing 2A with great range and frame advantage. Part of what makes her throw game so scary. It's neutral on block, so it's great for resetting pressure or frametrapping with a delayed button. | ||
}} | }} | ||
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* Hits twice. | * Hits twice. | ||
* First hit is a mid, second hit is a low. | * First hit is a mid, second hit is a low. | ||
Big, two-hitting normal. The first hit is bigger vertically, and the second is bigger horizontally and scoots Noel slightly forwards. The first hit is a | Big, two-hitting normal. The first hit is bigger vertically, and the second is bigger horizontally and scoots Noel slightly forwards. The first hit is a mid, but it's a solid anti-air due to the angle it hits at; it's especially good at hitting IADs. The second hit usually won't hit airborne opponents at all, so it's still a bit risky as an AA. | ||
The second hit has the longest range of all Noel's normals. At max range, 214X is needed to convert a hit into a combo. | The second hit has the longest range of all Noel's normals, and is a low to boot, so it's great at catching people walking backwards. At max range, though, 214X is needed to convert a hit into a combo. | ||
}} | }} | ||
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{{AttackDataCargo-MBTL/Query|no_2c}} | {{AttackDataCargo-MBTL/Query|no_2c}} | ||
* Half-screen low sweep. | * Half-screen low sweep. | ||
One frame faster than 5C, but doesn't vacuum. Good for pushing opponents away from you or making Black Key throws more advantageous via spacing. | One frame faster than 5C, but doesn't vacuum. Good for pushing opponents away from you or making Black Key throws more advantageous via spacing. It's your fastest button at this range, so it's great for long-distance punishes (e.g. after dashing under a jump). Keep in mind that it hits very low to the ground, making it very vulnerable to jumps, IADs, and low crushing moves. Be very sure that your opponent won't be in the air before pressing this. | ||
}} | }} | ||
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{{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 probably pressing this. Has | If you're in the air and moving forwards, you're probably pressing this. Has almost best-in-class range for a j.A, and a fast 5 frame startup, great for sniping other air buttons out of startup. | ||
You often don't get much more than an airthrow on normal | You often don't get much more than an airthrow on a normal hit without meter, but on Fatal Counter you can land and pick up into a full combo. | ||
}} | }} | ||
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* 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. | ||
Extends slightly behind Noel, so it can hit opponents behind you. It's mostly useful as air combo filler. | Extends slightly behind Noel, so it can hit opponents behind you. It's mostly useful as air combo filler, but is also a decent jump in if you're not sure which side you're going to land on. | ||
}} | }} | ||
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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. Quicker and less committal than 623A or B, | 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 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. | Good gap closer and hitconfirm tool during offense, especially in the corner. Black Keys thrown afterwards are often difficult to challenge, letting you reset pressure with lots of frame advantage to work with. Or you can just land and throw them. | ||
The wallbounce makes it easy to confirm any hit into a high-damage combo too. | The wallbounce makes it easy to confirm any hit into a high-damage combo, too. | ||
}} | }} | ||
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* 1st hit ground bounces, 2nd hit sends outwards. | * 1st hit ground bounces, 2nd hit sends outwards. | ||
* Cancellable only into special moves or Rapid Beat 3. | * 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. | 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 and air hits become more unstable. | ||
Can also be used as an advancing move in pressure, | Can also be used as an advancing move in pressure, though 6C is generally a better option there. | ||
}} | }} | ||
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* Same animation as 3C | * Same animation as 3C | ||
* Special cancellable only on block - performs cinematic launch on hit. | * 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 | 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 air throw. | ||
}} | }} | ||
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{{AttackDataCargo-MBTL/Query|no_throw}} | {{AttackDataCargo-MBTL/Query|no_throw}} | ||
* Sets up a safejump anywhere with neutral jump j.C. | * Sets up a safejump anywhere with neutral jump j.C. | ||
Noel's throw game is | Noel's throw game is very strong thanks to her incredible A normals and easy safejumps. 5C > 5Aw is an excellent way to get opponents in throw range, but the star of the show is her 0 on block 2A. | ||
}} | }} | ||
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{{AttackDataCargo-MBTL/Query|no_airthrow}} | {{AttackDataCargo-MBTL/Query|no_airthrow}} | ||
* Universal air combo ender. | * Universal air combo ender. | ||
Noel's | Noel's air throw leaves her fairly close to her opponent. From there it's easy enough to set up a simple 5A or 5C meaty, or throw a meaty Black Key. | ||
Air throw is usually Noel's highest damage ender without meter, and is the best way to get a hard knockdown meterlessly. Her metered combo enders are very strong, but AT is perfectly good in its own right. | |||
}} | }} | ||
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* 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. 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 | Noel steps back and throws a key. Rarely a true blockstring off any normal, but is very plus on block and useful for pressure resets. The backwards movement often allows Noel to avoid mashed buttons entirely, netting her a full punish. If spaced just outside 5B range, dash cancelling this ASAP leaves Noel around +1 or +2. Around the edge of C normal range, it can be +6 or more (5A is gapless); at the same spacing without the dash cancel, it is advantageous enough to be safe against Shield > B+C followup. | ||
''Note: for every version of this move, the Key counter is incremented very early in startup. If you get counterhit, the Key is counted as used.'' | ''Note: for every version of this move, the Key counter is incremented very early in startup. If you get counterhit, the Key is counted as used.'' | ||
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* Uses one Black Key. | * Uses one Black Key. | ||
* Bracketed advantage is advantage if dash cancelled. Advantage listed assumes point-blank range. | * Bracketed advantage is advantage if dash cancelled. Advantage listed assumes point-blank range. | ||
Faster than the A version but also less advantageous. 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 | Faster than the A version, and moves Noel farther back, but is 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 fastest possible dash cancel from just beyond Noel's 5B range - it's around +2 or +3 from the edge of C normal 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 at slight frame advantage. There is often a gap on block between the two keys, though (especially if the first key was 236B). | 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. | #The angle of the second key is a little different depending on which button you press - similar to j.236A and j.236B respectively. Expensive in terms of resources, but gets you back in throw range with plus frames. | ||
{{AttackDataCargo-MBTL/Query|no_236c}} | {{AttackDataCargo-MBTL/Query|no_236c}} | ||
* Dash cancelable. | * Dash cancelable. | ||
* Uses one Black Key. | * Uses one Black Key. | ||
Noel throws a large, explosive Black Key. 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 | Noel throws a large, explosive Black Key. Highly versatile EX move - as a combo ender, allows Noel to set up a hard-to-see left/right mixup (see the Strategy page for details). Also useful as a hitconfirm tool, giving a full combo from almost any hit at any distance (e.g. from a 236B hit in neutral). It's also plus on block, and if spaced out far enough, it's even plus on dash cancel! Do keep in mind this still costs you one Black Key, but it's definitely worth the cost. | ||
}} | }} | ||
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* Links into 5A on airborne opponents. | * Links into 5A on airborne opponents. | ||
* Can avoid low-hitting moves during startup. | * 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 | 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, or just as a poke in neutral - it's huge and has less recovery than C normals. | ||
Gives a decent conversion on counterhit or high enough anti-air. Even though it's minus on block, the pushback makes it impossible to punish. | |||
{{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. | ||
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* Combo ender. | * Combo ender. | ||
* Gives a basic safejump with 5A(whiff) microwalk 9 j.C. | * Gives a basic safejump with 5A(whiff) microwalk 9 j.C. | ||
Highest-damage combo ender | Highest-damage combo ender - stable and gives a knockdown even at the end of long combos. | ||
}} | }} | ||
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* Links into A or B normals 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 | Restands opponents on the first hit, but not the second. Great range, slightly larger than Noel's C buttons. Can also be used to confirm far hits (e.g. max range 2B) - it's possible to link 5A or 2B afterwards and go into a full combo. At the end of a combo, hitstun decay will stop it from comboing into 214AA (or anything else). You can go for a restand reset after this move 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, but can be EX cancelled. | * 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. | Useful combo filler - 214BB 214AA is a near-universal combo ender, and you can spend meter on the move of your choice afterwards. Not an overhead | ||
{{AttackDataCargo-MBTL/Query|no_214b}} | {{AttackDataCargo-MBTL/Query|no_214b}} | ||
* Restands airborne opponents. | * Restands airborne opponents. | ||
* Links into any normal early in combos - usually links into | * Links into almost any normal early in combos - usually links into A normals even late into a route. | ||
* Noel can cancel this special into a 25f dash followup. | |||
Slower than 214A but deals more damage. Follow-up also deals more damage. Can be used as an alternative to 214A to confirm far hits, but is generally more prone to dropping, since it's slower. | Slower than 214A but deals more damage. Follow-up also deals more damage. Can be used as an alternative to 214A to confirm far hits, but is generally more prone to dropping, since it's slower. | ||
{{AttackDataCargo-MBTL/Query|no_214bx}} | {{AttackDataCargo-MBTL/Query|no_214bx}} | ||
* Good damage and EX cancellable. | * Good damage and EX cancellable. | ||
* Links into 214A midscreen, or normals in the corner. | * 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. | This is generally the move you want to route into - you can usually link 214A or 2B afterwards unless the combo is very scaled. | ||
The last hit is an overhead, which can catch people who don't know the matchup, but isn't especially threatening if your opponent knows about it. | The last hit is an overhead, which can catch people who don't know the matchup, but isn't especially threatening if your opponent knows about it - the preceding hits give them plenty of time to react. | ||
{{AttackDataCargo-MBTL/Query|no_214c}} | {{AttackDataCargo-MBTL/Query|no_214c}} | ||
* Wallbounces in the corner | * Wallbounces in the corner, and usually gives a hard knockdown from anywhere on the screen. | ||
* | * Very fast and can confirm even from far distances. However, at high scaling, it won't knock down. | ||
Allows for an easy safejump setup in the corner - just hold 9 afterwards, then press jC at the end of the second jump. | Allows for an easy safejump setup in or near the corner - just hold 9 afterwards, then press jC at the end of the second jump. | ||
}} | }} | ||
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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. | ||
Extremely niche use as a source of clash-frames | Extremely niche use as a source of clash-frames, as an anti-air, or to get airborne for a low-altitude plus on block j.236C. Generally not very useful. | ||
{{AttackDataCargo-MBTL/Query|no_22[a]}} | {{AttackDataCargo-MBTL/Query|no_22[a]}} | ||
* Hits overhead on the second hit. | * Hits overhead on the second hit. | ||
* Very risky without resources for a cancel. | * Very risky without resources for a cancel. | ||
Doesn't hit overhead until frame 28. | Doesn't hit overhead until frame 28. Very risky without resources, and fairly reactable if your opponent is looking for it. The first hit is a mid, which makes it bad at catching low shields unless it's spaced outm, but can occasionally catch people mashing, since it hits on frame 6. The overhead is a decent way to check if your opponent is awake or aware, but don't rely on this much. | ||
{{AttackDataCargo-MBTL/Query|no_22b}} | {{AttackDataCargo-MBTL/Query|no_22b}} | ||
* Invincible reversal. | * Invincible reversal. | ||
A solid DP with lots of | A solid DP with lots of vertical and horizontal range. The 22 input makes it useful against ambiguous crossups. | ||
Gives fairly reliable confirms into a full combo on anti-air Fatal Counter. | Gives fairly reliable confirms into a full combo on anti-air Fatal Counter using 5A 623B. | ||
{{AttackDataCargo-MBTL/Query|no_22c}} | {{AttackDataCargo-MBTL/Query|no_22c}} | ||
* Noel's EX reversal. | * 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. | Hits at about a 45 degree angle upwards with a lot of momentum. Generally, you can just use 22B instead, but this is useful when you really need an invincible EX cancel. (e.g. special move clashes). Doesn't give a hard knockdown or do much damage, even on Counter Hit. | ||
}} | }} | ||
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{{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. Has a ton of untech time - useful to confirm any stray air hit or air | Noel throws a large, explosive Black Key, thrown at a similar trajectory to j.236B. Has a ton of untech time - useful to confirm any stray air hit or air Black Key toss into a full combo. It's also slightly plus on block. Not quite as versatile as the grounded version, but still pretty handy. | ||
}} | }} | ||
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* Lots of clash frames. | * Lots of clash frames. | ||
* 2nd hit is an overhead. | * 2nd hit is an overhead. | ||
Solid option on reaction to jumps at a distance, similar to 623B but faster. Plenty of pushback and only -4 on block makes this reasonably safe to throw out, though you're in real trouble if they Shield. | |||
Note that the first hit is a mid, so this usually won't work as a callout against low shields. | 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 | Good for contesting grounded opponents at a distance, as it advances very quickly. Gains lots of clash frames in Moon Drive. Also useful for building meter at the end of a combo to secure the kill. | ||
}} | }} | ||
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* 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. | ||
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. | Has lots of clash frames in Moon Drive, and can net you a full combo if it hits using a key. If your opponent Shields this, though, you lose all cancel options and will be left wide open. | ||
}} | }} | ||
Revision as of 13:29, 9 September 2022
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Under Construction
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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 |
---|---|
|
|
Backdash: -
Movement Speed: -Character Summary
- Moon Skill
- 6B+C - Black Key (Simple) (Air OK)
- 3B+C - Heavy Punishment
- 4B+C - Heavy Thrust
- 2B+C - Noel Somersault
- Special Attacks
- 236A/B/C (EX OK) - Black Key (Simple): Projectile.
- > A/B/C - Additional input 1: Additional projectile.
- > 66 - Additional input 2: Ground dash-cancel.
- 623A/B/C (EX OK) - Heavy Punishment: Combo tool, anti-air, overhead (B and B+C ver. only).
- 214A/B/C (EX OK) - Heavy Thrust: Poke and combo tool.
- > A/B/C - Rampaging Sister: Follow-up attack.
- > 66 - Additional input 2: Ground dash-cancel.
- 22A/B/C (EX OK) - Noel Somersault: Anti-air, reversal (B and EX ver. only).
- j.236A/B/C (EX OK) - Black Key (Simple): Air projectile.
- Arc Drive
- 236B+C - Time to Repent: High damage invincible attack.
- Last Arc
- A+B+C+D / D in Blood Heat - Heavenly Trinity: Very high damage invincible attack.
- Unique Attacks
- 6C, 3C
- Blowback Edge Moves
- j.[C], 22[A]
Limited to 10 Black Key uses per round.
Dash actionable: 5
Jump startup: 4
Jump airtime: 34
Midscreen: A Normals:
- 2A 2B 2C 5C 214BB 214AA (236C/214C)
B/C Normals:
- 2B 2C 5C 623B 5B 214BB 214AA (236C/214C)
Corner: A Normals:
- 2A 2C 6C 623B 5B 214BB 2B Rapid Beat 214A (236C/214C)
B/C Normals:
- 2B 2C 6C 623B 5B 214BB 2B Rapid Beat 214AA (236C/214C)
You can replace [2A 2B] with basically anything. Without meter, end with 214B 5A 2C 3C jB AT if you want a hard knockdown
Move Analysis
Normal Moves
Standing Normals
5A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
160 | LH | -N-, -SE-, -SP-, -RB-, -EX-, -MD-, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | 11 | 17 | -1 | - |
- Fast startup and good frame advantage.
- Similar whiff data to 2A allows them to be used interchangeably.
- Whiff cancels available from frame 11 onwards (frame 11 is the first frame of the whiff cancelled move).
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420 | LH | N, SP, RB, EX, MD, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 3 | 19 | 30 | -7 | - |
- Decent vertical reach.
5C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
610 | LH | N, SP, RB, EX, MD, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 4 | 25 | 38 | -12 | - |
- Vacuums opponents closer to Noel.
Very strong pressure tool in blockstrings, thanks to the vacuum. Really shines when used during pressure, for catching landings, or as a whiff punish. The vacuum properties make it good for stabilizing combos and adjusting the opponent's position in blockstrings. It's only -1 on rebeat too, so you can ambiguously reset pressure while reeling them in.
Keep in mind that this button hits fairly low to the ground, so it can whiff sometimes against jumps and IADs. Has lots of recovery on whiff, so be sure your opponent is where you expect them to be.Crouching Normals
2A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
140 | L | N, -SE-, -SP-, RB, -EX-, -MD-, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 2 | 10 | 17 | 0 | - |
- 0 on block.
- Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
240*2 (468) | LH, L | N, SP, RB, EX, MD, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 2 (5) 3 | 20 | 37 | -7 | - |
- Hits twice.
- First hit is a mid, second hit is a low.
Big, two-hitting normal. The first hit is bigger vertically, and the second is bigger horizontally and scoots Noel slightly forwards. The first hit is a mid, but it's a solid anti-air due to the angle it hits at; it's especially good at hitting IADs. The second hit usually won't hit airborne opponents at all, so it's still a bit risky as an AA.
The second hit has the longest range of all Noel's normals, and is a low to boot, so it's great at catching people walking backwards. At max range, though, 214X is needed to convert a hit into a combo.2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
620 | L | N, SP, RB, EX, MD, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 4 | 24 | 36 | -11 | - |
- Half-screen low sweep.
Jumping Normals
j.A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
130 | HA | N, SE, SP, RB, EX, MD, J | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 4 | - | - | - | - |
- Excellent rising air-to-air for opponents right above you.
- Recovers in mid-air if used rising, allowing Noel to use other air actions (including other air normals) while falling. It can also be whiff cancelled into a jump or special.
If you're in the air and moving forwards, you're probably pressing this. Has almost best-in-class range for a j.A, and a fast 5 frame startup, great for sniping other air buttons out of startup.
You often don't get much more than an airthrow on a normal hit without meter, but on Fatal Counter you can land and pick up into a full combo.j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400 | HA | N, SP, RB, EX, MD, J | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 4 | - | - | - | - |
- Air-to-air for opponents more in front of you.
- Does not recover until landing, unlike j.A.
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.
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
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.
Good gap closer and hitconfirm tool during offense, especially in the corner. Black Keys thrown afterwards are often difficult to challenge, letting you reset pressure with lots of frame advantage to work with. Or you can just land and throw them.
The wallbounce makes it easy to confirm any hit into a high-damage combo, too.Universal Mechanics
Rapid Beat 2
- 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 and air hits become more unstable.
Can also be used as an advancing move in pressure, though 6C is generally a better option there.Rapid Beat 3
- Same animation as 3C
- Special cancellable only on block - performs cinematic launch on hit.
Ground Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
300, 600*2 (1500) | U | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4 | 3 | 19 | 25 | +35 | - |
- Sets up a safejump anywhere with neutral jump j.C.
Air Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | U | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1 | 3 | 31 | 34 | - | - |
- Universal air combo ender.
Noel's air throw leaves her fairly close to her opponent. From there it's easy enough to set up a simple 5A or 5C meaty, or throw a meaty Black Key.
Air throw is usually Noel's highest damage ender without meter, and is the best way to get a hard knockdown meterlessly. Her metered combo enders are very strong, but AT is perfectly good in its own right.Special Moves
Black Key (Simple)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1000 | LHA | (CH), (EX), (MD) | - | 1 Black Key | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | X | 19 | 31 | +13 [-3] | - |
- Cancelable into a 30f forward dash.
- Uses one Black Key.
- Bracketed advantage is advantage if dash cancelled. Advantage listed assumes point-blank range.
Noel steps back and throws a key. Rarely a true blockstring off any normal, but is very plus on block and useful for pressure resets. The backwards movement often allows Noel to avoid mashed buttons entirely, netting her a full punish. If spaced just outside 5B range, dash cancelling this ASAP leaves Noel around +1 or +2. Around the edge of C normal range, it can be +6 or more (5A is gapless); at the same spacing without the dash cancel, it is advantageous enough to be safe against Shield > B+C followup.
Note: for every version of this move, the Key counter is incremented very early in startup. If you get counterhit, the Key is counted as used.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1000 | LHA | (CH), (EX), (MD) | - | 1 Black Key | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | X | 30 | 37 | +1 [-6] | - |
- Dash cancelable.
- Uses one Black Key.
- Bracketed advantage is advantage if dash cancelled. Advantage listed assumes point-blank range.
Faster than the A version, and moves Noel farther back, but is also less advantageous. 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 fastest possible dash cancel from just beyond Noel's 5B range - it's around +2 or +3 from the edge of C normal 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).
- The angle of the second key is a little different depending on which button you press - similar to j.236A and j.236B respectively. Expensive in terms of resources, but gets you back in throw range with plus frames.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
880, 651 (1531) | LHA | - | - | 1 Black Key, 1 Magic Circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+4 | X | 19 | 26 | +8 [-9] | - |
- Dash cancelable.
- Uses one Black Key.
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.
- 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, or just as a poke in neutral - it's huge and has less recovery than C normals. Gives a decent conversion on counterhit or high enough anti-air. Even though it's minus on block, the pushback makes it impossible to punish.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1350 | LH, H | -EX-, -MD- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 15 (4) 3 | 19 | 49 | -5 | - |
- 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.
Heavy Thrust
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
640, 556 (1196) | LH | -CH-, -EX-, -MD- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | 2 (9) 3 | 18 | 44 | -4 [-10] | - |
- Restands airborne opponents.
- Links into A or B normals early in combos.
- Noel can cancel this special into a 25f dash followup.
Restands opponents on the first hit, but not the second. Great range, slightly larger than Noel's C buttons. Can also be used to confirm far hits (e.g. max range 2B) - it's possible to link 5A or 2B afterwards and go into a full combo. At the end of a combo, hitstun decay will stop it from comboing into 214AA (or anything else). You can go for a restand reset after this move if you're a chancer.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1000 | LH | -EX-, -MD- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | 3 | 20 | 35 | -6 | - |
- Follow-ups are referred to as Rampaging Sister.
- Soft knockdown, but can be EX cancelled.
Useful combo filler - 214BB 214AA is a near-universal combo ender, and you can spend meter on the move of your choice afterwards. Not an overhead
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
680, 556 (1236) | LH | -CH-, -EX-, -MD- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
16 | 2 (8) 3 | 18 | 46 | -4 [-10] | - |
- Restands airborne opponents.
- Links into almost any normal early in combos - usually links into A normals even late into a route.
- Noel can cancel this special into a 25f dash followup.
Slower than 214A but deals more damage. Follow-up also deals more damage. Can be used as an alternative to 214A to confirm far hits, but is generally more prone to dropping, since it's slower.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
430*3 (1186) | LH | -EX-, -MD- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 11 (15) 3 | 20 | 58 | -6 | - |
- Good damage and EX cancellable.
- Links into 214A midscreen, or normals in the corner.
This is generally the move you want to route into - you can usually link 214A or 2B afterwards unless the combo is very scaled. The last hit is an overhead, which can catch people who don't know the matchup, but isn't especially threatening if your opponent knows about it - the preceding hits give them plenty of time to react.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
450*5, 600 (2340) | LH | MD | - | 1 Magic Circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+5 | 2 (7) 2 (11) 10 (20) 2 (18) 3 | 23 | 105 | -4 | - |
- Wallbounces in the corner, and usually gives a hard knockdown from anywhere on the screen.
- Very fast and can confirm even from far distances. However, at high scaling, it won't knock down.
Noel Somersault
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
520, 400*2 (1200) | LH | -EX-, -MD- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 5 (5) 4 | 35 | 54 | -16 | - |
- Has some clash frames on startup.
Extremely niche use as a source of clash-frames, as an anti-air, or to get airborne for a low-altitude plus on block j.236C. Generally not very useful.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
520*3 (1392) | LH, H, H | -EX-, -MD-, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 5 (17) 4 | 35 | 66 | -16 | - |
- Hits overhead on the second hit.
- Very risky without resources for a cancel.
Doesn't hit overhead until frame 28. Very risky without resources, and fairly reactable if your opponent is looking for it. The first hit is a mid, which makes it bad at catching low shields unless it's spaced outm, but can occasionally catch people mashing, since it hits on frame 6. The overhead is a decent way to check if your opponent is awake or aware, but don't rely on this much.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
440*3 (1200) | LH | (EX), (MD) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 12 | 37 | 54 | -18 | 1~13 All |
- Invincible reversal.
A solid DP with lots of vertical and horizontal range. The 22 input makes it useful against ambiguous crossups. Gives fairly reliable confirms into a full combo on anti-air Fatal Counter using 5A 623B.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
430*4 (1517) | LH | MD | - | 1 Magic Circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+2 | 15 | 47 | 67 | -31 | 1-15 All |
- Noel's EX reversal.
Black Key (Simple) (air)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1000 | LHA | -EX-, -MD- | - | 1 Black Key | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
15 | X | Until Landing + 7 | - | +10 (TK) | - |
- Uses one Black Key.
- Noel throws the key at a steep angle downwards.
TK j.236A is not quite as plus as 236A, but it doesn't push Noel back as far. All air Black Keys are quite thin, which can lead to opponents running under you and punishing your landing recovery. Still a decent air-to-ground poke, but you'll usually need j.236C to get a full confirm.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1000 | LHA | -EX-, -MD- | - | 1 Black Key | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | X | Until Landing + 7 | - | +4 (TK) | - |
- Uses one Black Key.
- Noel throws the key at a shallow angle downwards.
Plus on block, but less so compared to TK j.236A. The angle makes it better as a poke than j.236A, letting you catch people acting at the other side of the screen.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
880+651 (1531) | LHA | MD | - | 1 Black Key, 1 Magic Circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+8 | X | Until Landing + 7 | - | +5 (TK) | - |
- Uses one Black Key.
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 | - |
- Lots of clash frames.
- 2nd hit is an overhead.
Solid option on reaction to jumps at a distance, similar to 623B but faster. Plenty of pushback and only -4 on block makes this reasonably safe to throw out, though you're in real trouble if they Shield.
Note that the first hit is a mid, so this usually won't work as a callout against low shields.Heavy Thrust
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
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.
- Full invincibility gives it some niche use as an anti-zoning tool, if you have the meter.
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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