Melty Blood/MBTL/Dead Apostle Noel
Gameplay
Dead Apostle Noel (DA-Noel or DAN for short) is a high-mobility projectile zoner/trap setplay character.
Available as a free DLC alongside Aoko since 13 Jan 2022, this "corrupted" version of Noel cranks her mix-up and okizeme game to eleven. Central to her gameplay are her projectile "nails" with an option to either follow-up with more nails, delay the launch or dashing in. Combined with that are the "spikes" that can be remotely detonated for okizeme, area-denial or combo extension. Her movement is also great, with a ridiculously far airdash and various movement options from her special attacks, letting her weave in and out of opponent's reach and land punish out of almost any stray hits.
She trades all that with middling mid-range normals (her main poke being 5C, which only covers a low angle), forcing DA-Noel to commit fully in mid-screen neutral with her special attacks, an act that can get her blown up if she guesses her opponent's reaction wrong. She can be terrifying in the right hands, but one must have caution when dealing with a devil.
Pick if you like | Avoid if you dislike |
---|---|
|
|
A lovely girl who hides her daytime self in the darkness
A butterfly in a rose garden who hunts her prey like a wolf in the night
A certain executor who has become a dead apostle.
She appears as a girl at her most lovely, who has acquired skills that surpass a normal human's as a dead apostle, giving her the Mystic Eyes of Roses.
She is able to forcefully remove the soul of her target and lock them away in her Mystic Eyes, where they experience an unending nightmare.
Not only that, but she is also able to manipulate a large number of spears (bells) in a battle style evocative of a dancing butterfly.
But what did she want so desperately to accomplish that she was willing to become a vampire? The sight of her as she laments her weakness, seeks strength, and enthusiastically drowns herself in the power she gains is somewhat melancholic...
Main Weapon/Skill
Mystic Eyes of Roses, spears, pike
Basic Info
Height: 143cm
Weight: 35kg
Blood Type: n/a
Birthday: December 25th
Voiced by: Ai Kayano
Character Summary
- Moon Skills
- 6B+C - Skewered Pigeon (Air OK)
- 3B+C - Noel Somerneige
- 4B+C - Skewered Pork
- 2B+C - Dazzling Echo
- j.4B+C - Unfortunate Rain
- Special Attacks
- 236A/B/C (EX OK) - Skewered Pigeon
- > A/B/C - Additional input 1
- > 4A/B/C - Additional input 2
- 623A/B/C (EX OK) - Noel Somerneige
- 214A/B/C (EX OK) - Skewered Pork
- 22A/B/C (EX OK) - Dazzling Echo
- j.236A/B/C (EX OK) - Skewered Pigeon
- > A/B/C - Additional input 1
- > 4A/B/C - Additional input 2
- j.214A/B/C (EX OK) - Unfortunate Rain
- Arc Drives
- 236B+C - Pest Control Expert Paranodahlia
- Last Arc
- A+B+C+D / D in Blood Heat - Sleeping Rose Princess Rozay-en
- Unique Attacks
- 6C, 3C
- Blowback Edge Moves
- 5[C], 6[C], j.[C], 236[A] (Air OK), 236[B] (Air OK), 22[A], 22[B], j.214[A], j.214[B]
HP Value: 11,700
Backdash:
- 1-10 Full Invul - 1-12 Strike Invul - 13-17 Projectile/Air Invul - 6-22 Airborne - 37 Total
Dash startup: 4
Dash actionable: 7
Jump startup: 4
Jump airtime: 38
Basic BNB: 2A > (2B) > 2C > 5[C] > 236B~X > 5B > 2B > RB1 > 236B~X > 214C
Intermediate BNB: 2A > 2B > 2C > 5[C] > tk.236B~X > tk.214B \/ 5B > 2B > RB1 > 236B~X > 214C
2B/2C Starter: (2B) > 2C > 5[C] > 236B~X > 5B > tk.236B~X > tk.214B \/ 2B > 5C > RB1 > 236A~X > 214C
Shield A Counter :: D > A > j.B > j.236B~B > dj.[C] > j.A \/ 5B > RB1 > 236B~X > 214C
5B/3C Starter: (5B) > 3C > j.B > j.[C] \/ 2B > tk.236B~B > tk.214B > 2C > 5[C] > 2B > RB1 > 236B~B > 214C
Move Analysis
Normal Moves
Standing Normals
5A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
180 | LH | -SE-, -N-, -SP-, -CH-, -EX-, -MD-, (J) | - | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | 12 | 18 | -2 | - |
Dead Apostle Noel does a short range stab with her bell.
- Your fastest button
- Good for rebeat pressure as it has low recovery and can be cancelled on whiff into shield
- Sees limited use outside of that, though
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
480 | LH | N, RB, SP, MS, EX, (J) | - | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | 3 | 19 | 28 | -7 | - |
Dead Apostle Noel swings her bell upwards.
- Has great vertical range which makes it good at anti-airing and in combos.
- Doesn't have any horizontal range which makes it bad in pressure strings
5C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
610 | LH | N, RB, SP, MS, EX, (J) | - | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | 4 | 22 | 36 | -9 | - |
Dead Apostle Noel thrusts her bell forward.
- Moves you forward slightly, but also pushes you back very far on block or hit
- Great range and rebeating allows you to go for throw
- Poor recovery makes you vulnerable on whiff
5[C]
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
610, 480 (1032) | LH | N, RB, SP, MS, EX, (J) | V (Second Hit) | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
22 | 2 (10) 4 | 17 | 54 | -4 | Clash 16-21 |
Charged version of 5C. Has more reach than the animation implies.
- Has a second hit where DA Noel pulls her bell back, vacuuming the opponent
- Makes rebeating into throw better as it pulls the opponent closer to you and also makes it useful in combos
- Has a big enough gap that it can be jumped out of on pressure, even from 2C, so be careful
Crouching Normals
2A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
140 | L | -SE-, -N-, RB, -SP-, -EX-, -MD-, (J) | - | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 2 | 11 | 18 | -1 | - |
Dead Apostle Noel thrusts her bell downward.
- 6F 2A
- Functions similarly to her 5A but is slower and hits low
2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420 | L | N, RB, SP, MS, EX, MD, (J) | - | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 4 | 20 | 31 | -9 | - |
Dead Apostle Noel gets in prime breakdancing position and slashes her bell forward.
- Hits low
- Fantastic midrange button
- Has great horizontal range and decent vertical range, allowing it to beat low airdashes and lead into full combos
- Has decent recovery and good proration
2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
620 | L | N, RB, SP, MS, EX, MD, (J) | L | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | 4 | 22 | 36 | -9 | - |
Dead Apostle Noel performs a giant sweep with her bell.
- Covers a huge amount of space, about half-screen. Leads to high-damage conversions on hit as well
- However, it has 11F of start-up as well as having a long recovery and strong pushback like 5C and 5[C]
- Hits very low to the ground, reckless usage can be punished with IAD
- Use with caution but it's still a useful button
Jumping Normals
j.A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
140 | HA | SE, N, RB, SP, MS, EX, MD, J | - | - | Strike, Air |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 4 | 11 | 20 | - | - |
Dead Apostle Noel slaps her hand out. Although her j.A is one frame slower than average, this isn't as bad as it sounds
- Covers a good amount of horizontal range and is still relatively fast, making it a great air-to-air tool
- Doesn't hit below her
j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400 | HA | N, RB, SP, MS, EX, MD, J | - | - | Strike, Air |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 4 | - | - | - | - |
Dead Apostle Noel swings her bell upward. This is a great button.
- Covers a good amount of both horizontal and vertical range and hits behind her, which allows it to be used as a pressure tool or a good jump-in/air to ground button
- The move only hits below her later into its active frames
j.C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
560 | HA | N, RB, SP, MS, EX, MD, J | - | - | Strike, Air |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | 4 | - | - | - | - |
Dead Apostle Noel thrusts her bell downward.
- Has a considerable amount of startup but hits very deep and can be used to punish stand teching or low shielding rewardingly
j.[C]
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900 | HA | N, RB, SP, MS, EX, MD, J | L, GB | - | Strike, Air |
First Active | Active | Recovery | Overall | Advantage | Invul |
20 | 4 | - | - | - | Clash 16-19 |
Charged version of j.[C]. Once again, hits farther than the sprite would imply.
- Has quite a long start-up and the clash frames come in later into the move
- Ground-bounces on hit which allows for easy conversions
Command Normals
6C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | LHA | SP, MS, EX, MD | L | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | - | 24 | 35 | -8 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800 | LHA | SP, MS, EX, MD | L, WB | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
20 | - | 22 | 42 | -6 | - |
Dead Apostle Noel hops backward before firing a bell in a straight line.
- Travels somewhat slowly
- Has less recovery than the 236X series which can make it a safer option in neutral
- Charged version of the move moves faster, has clash frames, and wallbounces
Universal Mechanics
Rapid Beat 2
Dead Apostle Noel does a little spinning kick. Holy moly!
- Moves her forward, as to be expected.
- Primarily used in enders due to its advancing properties and as blockstring filler.
- Incredibly unexceptional and unused otherwise.
3C / Rapid Beat 3
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | LH | SP, MS, EX, MD | LR | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 3 | 25 | 37 | -11 | Air 5-12 |
Dead Apostle Noel kicks upward.
- Situational anti-air
- Invulnerable to air attacks starting from frame 5
- Rapid Beat version has considerable forward movement
- Stubbier 3C than average as it has small horizontal and vertical range
- At midrange, it can punish a Shield B follow-up pretty easily after shielding a 6C
Ground Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
750, 750 (1500) | U | - | HK | - | Throw |
First Active | Active | Recovery | Overall | Advantage | Invul |
4 | 3 | 19 | 25 | +55 | - |
Dead Apostle Noel stabs the opponent and drags them close to her.
- Standard throw with hard knockdown
- Leaves the opponent very close, which allows her to get oki setups like 236[X]
Air Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | U | (J) | HK | - | Throw |
First Active | Active | Recovery | Overall | Advantage | Invul |
1 | 3 | 12L | - | - | - |
Dead Apostle Noel stomps the opponent to the ground before jumping backward.
- Universal air combo ender
- Because of the animation, the frame data afterwards is consistent regardless of height
- If you still have your jump and air dash, you can jump cancel the recovery and air dash towards your opponent to meaty them with a falling air normal
- Cannot set up ambiguous mixups off her airthrow like Hisui, but still has some mix off air throw regardless
- Usually only used if you are out of Magic Circuit
Special Moves
Skewered Pigeon
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
370*3 (1020) | LHA | CH, EX + | L | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | - | 40 | 52 | -8 (min) | - |
- DA Noel Summons a bunch of bells before moving backwards and firing them forward. All versions have long recovery and easily shieldable.
The A version causes the bells to be fired at a angle, which makes not travel as far as the B version but it doesn't whiff on crouchers.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400*5 (1692) | LHA | CH, EX+ | L | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
68 | - | - | 51 | + a lot | - |
- Charging 236X causes the bells to stay in place before firing.
Useful for oki after throw. In the corner throw -> 236[A] easy way to set up a mix-up. She can either dash up low shield and continue her pressure after the 236[A] is blocked or run a mix-up between dash throw/2A/IAD j.C/4BC/2C. However, keep in mind the opponent can mash on any of the options outside of 2C. You can also use the hold version to try and bait a shield follow-up and punish with either 3BC or 2BC but you don't get anything from this if your to far or don't have meter.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400*3 (1104) | LHA | CH, EX+ | L, WB | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | - | 37 | 49 | -5 (min) | - |
236B cause the bells to be shot in a straight line, a more traditional fireball.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400*5 (1692) | LHA | CH, EX+ | L , WB, | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
68 | - | - | 46 | + a lot | - |
- Whiffs on crouchers
Also used for oki after throw. Since it whiffs crouchers, low shield and forward dash it doesn't cover the same options as throw -> 236[A] but she can get a meaty 2C or throw. She can also do this midscreen unlike 236[A]
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
490 | LHA | -EX-, -MD- | L | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
14 | 3 | 30 | 46 | -8 | - |
- 236XX is a dash forward that is also an attack. Doesn't travel as far as it seems.
The X follow-up can be punished on block, so either be careful about using it in pressure or have resources to cancel it with MD or EX moves. Good combo filler. Can be used to cross-up if you delay it slightly after 236X. If 236X gets air-blocked from around mid to half-screen, you can cancel into the X follow-up and cancel into 22C for a air unblockable (similar to Vlov/Roa AUB).
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
320*3 (892) | LHA | EX+ | L, GB, SK | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
18 | - | 41 | 59 | -5 (min, crouch) | - |
- 236X4X makes DA Noel jump into the air and use her j.214X special.
4X followup doesn't see that much use on the ground, can be used to bait people into mashing after 236X if your close enough. Both follow-ups if delayed can be fuzzy jumped and punished.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | -EX-, -MD- | NC | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | 32 | - | - |
- Can only be done from the charged version of 236X.
- DA Noel dashes forward like her regular follow-up, except this time the dash doesn't have hitbox.
- Can cross up.
Mainly seems to be a movement tool.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
230*15 (2021) | LHA | (MD) | L, HK | 1 Magic Circuit | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+7 | X (23) X (23) X | 29 | 88 | +16 | - |
- DA Noel floats backwards into the air before firing 3 sets of bells at a angle.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
280*5 (1233) | LHA | (EX+) | L, WB, SK | 3 Moon Icons | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | - | 38 | 50 | +2 (min) | Clash 1-10 (MD) |
- Throws the bells in a straight line like the B version but is much faster, slightly plus on block.
Is a good way of adding more damage in a combo before a ender. Clash frames don't seem to be that useful. Useful tool in neutral as it's fast and can convert into 236C for HKD at far ranges. Also can be difficult to punish with shield follow-ups (An example of this: https://www.youtube.com/watch?v=PCzPcrt3PKY).
Very similar to grounded version.Noel Somerneige
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
330*3, 360 (1225) | LH | -EX-, -MD-, (J) | L | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 12 | 31 | 52 | -17 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
360*4 (1270) | LH | (EX) (MD) | L | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 15 | 39 | 62 | -31 | 1-12 All |
Dead Apostle Noel stakes the bell she's holding into the ground does some acrobatics on it.
- A Version doesn't have invul, like most DPs
- Jump cancellable on hit, making it a valuable combo tool
- Can be MD/EX cancelled on block to make reckless usage safe
- Can be used as a committal option to preemptively call out air approach for solid damage, but she has better anti-airs
- B version is an invincible reversal, a standard DP
- Easily beaten by Anti-Heat OS due to its slow speed
- Has very good horizontal range. Hits backwards, as well
- Only MD/EX cancellable on hit, whiffing or getting blocked will get you punished
- Does not have any confirms without Moon Drive besides immediate EX cancel into j.236C or j.214C which cause hard knockdown
- Has specific routes off Moon Drive for standard 214C oki setup but scales heavily
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
2147 | LH | (MD) | L, HK | 1 Magic Circuit | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+3 | 11 (9) 13 | 39 | 78 | -40 | 1-24 All |
Dead Apostle Noel does two sets of acrobatics. Wowza!
- Significantly faster than her the B version and has more invul than it, too
- Does the most damage out of the three DPs
- Moon Drive cancellable on hit, but any combo off it will scale heavily
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
330*3, 360 (1225) | LHA | J, (EX+) | L | 3 Moon Icons | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | 13 | 36 | 55 | -23 (JC: +7) | Clash 1-6 (MD) |
Moon Skill variation of her DP. Same animation as A and B version.
- Jump cancellable on block, whiff and hit, making it safe to just kinda use
- Air blockable, unlike her other DPs
- In Moon Drive, its clash frames make it a very strong reversal against
- Can serve the same purpose in combos as her A DP, which is already jump cancellable, but with more meter build
Skewered Pork
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
370*3 (1009) | LHA | EX+ | L, GB, SK | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
18, 31 | - | - | 49 | +2 / +15 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
380*3 (1036) | LHA | EX+ | L, GB, SK | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
20, 43 | - | - | 55 | -2 / +21 | - |
Dead Apostle Noel jumps backwards as two bells fall from the sky and embed in the ground.
- Your setplay move. Used to claim valuable screen space and keep your opponent's movement in check
- Its initial hitbox will only connect on airborne opponents, while the second hits very low to the ground as the bells land
- Doesn't do anything on its own once set, but interacts with her 22X series
- A version summons bells closer to her and come out relatively quick
- Can be used to variable success in pressure as it is plus on block
- In most blockstrings, you leap fast enough to land and enter Moon Drive, so you can react and defend against most reversal attempts
- Can potentially frametrap. 5C/2C has only a 5 frame gap
- B version summons bells farther from her and come out later than the A version
- Has a massive deadzone right in front of her, so reckless usage can be punished with ease
- Its use in pressure is minimal compared to 214A due to how far the bells land
- If spaced properly, it is completely unpunishable by shield
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900*3 (2241) | LHA | (MD/AD) | L, GB, HK | 1 Magic Circuit | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
4 + 9, 15, 21 | - | - | 37 | +13 / +19 / +25 | - |
EX Version drops 3 bells in-between A and B version.
- Your primary combo ender as it sets up your main okizeme
- Can be gapless if you connect with the farthest bell in a blockstring
- Otherwise, unsafe use in blockstrings can be punished on reaction
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
520*3 (1377) | HA | (EX+) | L, GB, SK | 3 Moon Icons | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
25 | X | - | 48 | +9 | Clash 1-11 (MD) |
Moon Skill version of 214X. Dead Apostle Noel leaps back farther than 214A/B and the set bells hit the ground at the same time.
- Overhead. It's really funny when you use it against people who don't know that it's an overhead and they low block every time and get hit
- Bells are positioned similarly to 214A
- Use with caution, as it can be shielded on reaction by keen opponents and can guarantee a Shield BC Counter punish at anything other than max range.
Dazzling Echo
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
600, 300 (858) | LH | EX+, (J) | L, SK | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 (13, 43, 73) | 2 (1) 10 | 29 | 50 | -11 | - |
- Noel raises her bell into the air for a magical attack. This attack is air unblockable, but will whiff on crouching opponents.
- Detonates all set bells placed on the screen from 214X and 4BC, launching opponents into the air on hit.
- The set bells shatter after using 22X
- Commonly referred to as bell activation.
A version causes the closest set bells to detonate before moving to the ones further away.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
680, 300 (938) | LH | EX+, (J) | L, SK | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
18 (32, 67, 102) | 2 (1) 10 | 31 | 61 | -16 | - |
- Charged version gives larger detonation hitboxes and delays the detonation. Really oppressive after a good knockdown, leads into strike/throw mix to bait shields. Don't charge detonate if your opponent is close to you and the recovery is to slow to be safe from a BC follow-up.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
650, 300 (908) | LH | EX+, (J) | L, SK | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
15 (34, 64, 94) | 2 (1) 10 | 18 | 45 | 0 | - |
B version causes the farthest set bell to detonate before moving closer, pulling opponents in on block.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
710, 300 (968) | LH | EX+, (J) | L, SK | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
23 (52, 87, 122) | 2 (1) 10 | 18 | 53 | -3 | - |
Charging the B version gives the same effects as the charging the A version.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700, 350*5 (2018) + 210*5 per bell | LH | (MD/AD) | L, HK | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
4 + 5 (9) | 2 (1) 10 | 18 | 39 | +13 | - |
- Has a much larger hitbox and thus does not whiff on crouchers.
- Detonates all set bells placed on the screen from 214X and 4BC at the same time, and does not remove them from the screen. Detonation hitboxes pull opponents inwards on block.
- Is +13 on block, which is why 236A~A -> 22C a great way to get up close to start or reset pressure.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
680, 300 (938) | LHA | (J, EX+) | L, SK | 3 Moon Icons | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 (16, 36, 56) | 2 (1) 10 | 14 | 37 | +1 | Clash 1-10 (MD) |
- Whiffs on crouchers
- Bell explosions are gapless, unlike 22A/B
Skewered Pigeon (air)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
370*3 (1020) | LHA | CH, EX+ | L, SK | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | - | 12L | - | -4 (TK) | - |
- Functions similarly to grounded version
Throws bells at a angle. Air version is a lot more situational as it has a lot of landing recovery which makes it easy to punish. Good combo extender when you have decent proration and can be jump cancelled on hit.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400*5 (1692) | LHA | CH, EX+ | L, SK | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
68 | - | 12L | - | - | - |
- Oki tool
Typically used after 214C or 236BC in the corner, j.236[A] oki can be used to bait shield follow-ups and punishing them since the move has no recovery. Be careful with it however as it gives them free meter when shielded. DA Noel can also just throw the opponent before the bells hit them. Can also be used to extend air-time to avoid active moves like Aoko's charged beams.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400*3 (1104) | LHA | CH, EX+ | L, WB, SK | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | - | 12L | - | -3 (TK) | - |
Throws bells in a straight line, whiffs on crouchers and is also situational like the A version.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400*5 (1692) | LHA | CH, EX+ | L, WB | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
68 | - | 12L | - | - | - |
Similar to j.236[A] but whiffs on crouchers.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
480 | LHA | EX+, (J) | L | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
14 | 2 | 12L | - | - | - |
X follow up is typically only used as a combo extender as using it neutral is a really easy punish. Can be MDCed at a specific range for left/right mix ups.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
320*3 (892) | LHA | EX+ | L, GB, SK | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
18 | - | 12L | - | -1 (TK) | - |
4X follow-up is good combo fodder for good starters, but doesn't see too much use outside of that.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | J, EX+ | NC | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
JC: 27 | - | 12L | - | - | - |
Followup for charged j.236[X]: a command dash with no hitbox. Jump cancellable from frame 27.
Works the same as the grounded version but is in the air. Also situational.Unfortunate Rain
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400*3 (1104) | LHA | EX+ | L, GB, SK | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
16 | - | 10L | - | +8 (TK, crouching) | - |
- DA Noel changes her air trajectory before throwing bells down at a very steep angle.
A version has DA Noel jump upwards before throwing the bells, can be TK'ed to bait throws. Can also be used in a combo extender when done close to the ground depending on your route.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400*5 (1692) | LHA | J, EX+ | L, GB, SK | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
70 | - | 10L | - | + a lot | - |
- Similarly to the 236[x] series, The bells that DA Noel stand in place before firing. Jump and airdash cancellable on whiff.
The move being jump and airdash cancellable leads to annoying neutral for the opponent.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400*3 (1104) | LHA | EX+ | L, GB, SK | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
18 | - | 10L | - | +14 (TK, crouching) | - |
B version has DA Noel jump backward before firing the bells. Similar to A version.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400*5 (1692) | LHA | J, EX+ | L, GB, SK | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
74 | - | 10L | - | + a lot | - |
Similar to [A] version.
DA Noel jumps back and fires 3 sets of bells at a steep angle. Can be a bit tricky to combo into due to the steepness but is her best combo ender by far as it always leads to HKD and does the most damage of her enders.Super Moves
Pest Control Expert Paranodahlia
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3500 (250*12/8/4) | LHA | - | HK | 3 Magic Circuit | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+11 (103, 163, 223) | 24, (16*3) | 40 | 75 | -23 | All 1-41 |
Dead Apostle Noel causes a bunch of bells to fall from the sky, landing in front of her. If the move hits it goes into a cinematic where she summons more bells that rain down on the opponent.
- If the move is blocked, shielded, or whiffs, a set of bells will rain on the opponent tracking their position after a brief pause. This happens 3 times and getting hit by any of the 3 sets will not cause the cinematic to play.
- Remaining bells from a non-hitting Arc Drive will cease to come out if she is hit anytime after.
- High damage combo ender when you have 3 bars. The whiff effect is a good way of getting in or punishing shield follow-ups as the sets still appear if the opponent shields the Arc Drive.
Sleeping Rose Princess Rozay-en
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
4800 | LH | - | HK | 4 Magic Circuit | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+21 | 4 | 27 | 52 | -14 | All 1-25 |
Dead Apostle Noel uses her Mystic Eyes of Roses to trap the opponent in a never-ending nightmare. Gosh darn!
- Usable by hitting ABCD with 4 Bars or by successfully shielding a move in Blood Heat
- Damage in Blood Heat scales with how much remaining meter is left
- Average length Last Arc, about 10 seconds long
- The location you end up after the animation is relative to where you triggered the Last Arc, but will always put you closer to center at neutral spacing
- Because it uses the 5B animation, it can be used as a (very slow and impractical) anti-air
Reverse Beats
Attack | Chain | Advantage |
---|---|---|
5B/2B | 2A | -4 |
5B/2B | 5A | -3 |
5C/2C | 2A | -2 |
5C/2C | 5A | -1 |
Attack | Chain | Frame Gap |
---|---|---|
Customization
Palette options
Dead Apostle Noel Wiki Roadmap
68% complete | ||
|
Page | Completed | To-do | Score |
---|---|---|---|
Updated move descriptions that match the character's current state |
Further update and detail move descriptions |
23/25 | |
Strategy |
Most of it |
Pressure and potential reformatting |
20/25 |
Combos |
Complete |
25/25 | |
Matchups |
All of them LOL |
0/25 |