Melty Blood/MBTL/Noel

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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 new character to Tsukihime and to Melty Blood: Type Lumina. She uses her far-reaching halberd to control the midrange.

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 opponent 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 have very high recovery, making her prone to whiff punishment if she guesses wrong about the opponent's position. YOUR C BUTTONS ARE NOT FOR POKING.
  • Low-Hitting Normals: All of Noel's long-range normals hit very close to the ground and will almost always whiff against airborne opponents. ONCE AGAIN, YOUR C BUTTONS ARE NOT FOR POKING. 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.

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.
22A/B/C (EX OK) - Noel Somersault: Anti-air, reversal (EX ver. only).
j.236A/B/C (EX OK) - Black Key (Simple): Air projectile.
Arc Drive
236B+C - Time to Repent: High damage invincible attack.
Last Arc
A+B+C+D / D in Blood Heat - Heavenly Trinity: Very high damage invincible attack.
Unique Attacks
6C, 3C
Blowback Edge Moves
j.[C], 22[A]
Stats & vitals

11,000 Life. Limited to 10 Black Key uses per round.

Quick combo reference

Coming soon.

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.
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 -
  • Great 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.
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.
Looks like a poke, but you'll mainly be using it for pressure. 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.

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.
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.
2B
2B
2+B
MBTL Noel 2B 1.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, 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.
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.
Looks like 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. 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

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.
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.
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.
Damage Guard Cancel Property Cost Attribute
900 HA N, SP, RB, EX, MD, J - - -
First Active Active Recovery Overall Advantage Invul
20 6 - - - 16-19 Clash
  • Jump-in and situational combo tool.

Command Normals

3C
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. Most of your combos will use this normal.
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.
Closes space well after her 236X moves, but as of writing it's unsure whether the frame advantage improves significantly over distance or not.

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).
Certified eSports
No results
  • 1st hit ground bounces, 2nd hit sends outwards.
Two-hit Rapid Beat and a core part of Noel's combo game. Guaranteed ground bounce that brings opponents into either 3C or 214B range.
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
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 [8]j.C.
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 wants to keep her double jump in air combos as she can then use j.236A as a meaty. The easiest setup is double jump > j.236A, which tends to lose against horizontal reversals and Shield. Delay IAD j.236A beats every reversal in the game (save for 22s), Shield Counter A, is safe against Shield Counter B, beats mashing, and is plus on block.

Special Moves

Black Key (Simple)
Black Key (Simple)
236+X
MBTL Noel 236A.png
MBTL Noel 236B.png
MBTL Noel 236C.png
Damage Guard Cancel Property Cost Attribute
1000 LHA (CH), (EX), (MD) - 1 Black Key -
First Active Active Recovery Overall Advantage Invul
13 X 19 31 +13 [-3] -
  • Dash cancelable.
  • Uses one Black Key.

Noel dashes back and throws a key. Hard to blockstring into but highly 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. IAD is generally safer to go for than redash pressure due to how ground dash startup works.

Note: for every version of this move, the Key counter is ticked 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.

Faster than the A version but also less advantageous. Less useful in pressure but slightly more useful in neutral. No results

  • Uses an additional Black Key.

Noel jumps and throws another key. Forces Noel back in but the cost makes it generally less useful. Saving keys for oki is a better idea.

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. This is your go-to 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.
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.

Not an overhead, but actually a somewhat reliable anti-air. Gives a decent conversion on counterhit or high enough anti-air.

Damage Guard Cancel Property Cost Attribute
1350 LH, H -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
9 15 (4) 3 19 49 -5 -
  • Links into 5B on airborne opponents, and 5A on grounded opponents.

Noel's long-range overhead and core combo tool due to its ground bounce. Quite slow by itself, but allows for a combo on grounded normal hit where 623A would not.

Damage Guard Cancel Property Cost Attribute
700*4 (2324) LH MD - 1 Magic Circuit -
First Active Active Recovery Overall Advantage Invul
4+4 17 27 51 -1 -
  • Combo ender.
  • Gives a basic safejump with 5A(whiff) microwalk 9j.C.
Alternate ender to 236C, usually gives less damage but leads to a safejump and doesn't spend keys.
Heavy Thrust
Heavy Thrust
214+X
MBTL Noel 214X.png
MBTL Noel 214X.png
MBTL Noel 214X.png
Damage Guard Cancel Property Cost Attribute
640, 556 (1196) LH -CH-, -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
13 2 (9) 3 18 44 -4 [-10] -
  • Restands airborne opponents.
  • Links into 5A early in combos.

Restands opponents hit by the first hit, but not the second.

Damage Guard Cancel Property Cost Attribute
1000 LH -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
13 3 20 35 -6 -
  • Soft knockdown, sometimes useful as a last-resort ender.

Combos into EX specials but generally deals less damage than 214BB. In some routing it can be utilized due to less hitstun scaling than 214BB to allow more followups after 236C, however. 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.

Damage Guard Cancel Property Cost Attribute
680, 556 (1236) LH -CH-, -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
16 2 (8) 3 18 46 -4 [-10] -
  • Restands airborne opponents.
  • Links into 5A early in combos.

Slower than 214A but deals more damage. Follow-up also deals more damage.

Damage Guard Cancel Property Cost Attribute
430*3 (1186) LH -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
10 11 (15) 3 20 58 -6 -
  • Good damage and cancels into super.
  • Links into 214A midscreen early in combos.

This is generally the move you want to route into if you're spending meter. Almost always combos out of Rapid Beat 2, and from there it combos into any of her EX specials as well as her Arc Drive for great damage. The last hit is an overhead which can catch people who don't know the matchup.

Damage Guard Cancel Property Cost Attribute
450*5, 600 (2340) LH MD - 1 Magic Circuit -
First Active Active Recovery Overall Advantage Invul
4+5 2 (7) 2 (11) 10 (20) 2 (18) 3 23 105 -4 -
  • Wallbounces in the corner, adds damage early in combos.
Noel 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 -
  • Placeholder
Damage Guard Cancel Property Cost Attribute
520*3 (1392) LH, H, H -EX-, -MD-, (J) - - -
First Active Active Recovery Overall Advantage Invul
6 5 (17) 4 35 66 -16 -
  • Overhead.
  • Don't let them block this if you don't have Moon Drive available.

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.

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
  • Basic AA but will lose against more disjointed jump-ins.
  • Also loses to armored jump-ins (Kouma j.C).
Damage Guard Cancel Property Cost Attribute
430*4 (1517) LH MD - 1 Magic Circuit -
First Active Active Recovery Overall Advantage Invul
4+2 15 47 67 -31 1-15 All
  • Noel's reversal special.
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.
Black Key (Simple) (air)
Black Key (Simple) (air)
Aerial 236+X
MBTL Noel j236A.png
MBTL Noel j236B.png
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.

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.

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.

Better for neutral due to the angle it's thrown at. Still plus if TK'd but j.236A is better for that purpose.

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. The explosion has a long untech time for combo extensions or pickups.

Moon Skills

Black Key (Simple)
Black Key (Simple)
6+B+C
MBTL Noel 6BC.png
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.
  • Same as 236BB.
Uses some Moon Gauge as well as two Black Keys, making this very expensive and sadly not very useful.
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 -
  • 2nd hit is Overhead
  • Lots of clash frames, clash frames start frame 1 in Moon Drive.
Degenerate move. Excellent at stopping people from jumping or really doing much of anything. Bulldozes through damn near anything thanks to its massive amount of clash frames.
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 -
  • The same as 214BX, but ends in the air.
  • Jump-cancellable on block or whiff.
  • A lot of clash frames
Another degenerate move. Good for contesting grounded opponents, especially in Moon Drive. Be careful, however, because this move whiffs on jumps, especially in the corner.
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) -
  • Jump-cancelable on block or whiff.
Loses to throws but wins cleanly against everything else thanks to the abundance of clash frames. Just as degenerate as 3BC.
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. Can be used to extend air combos when used early on, or after 22[A]/22C using Moon Drive.

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.
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
Color 6
Color 7
Color 8
Color 9
Color 10


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MBTL Navigation

The Game
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The Battle System
Controls
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Movement
Resources
Game Data
Characters
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Arcueid Brunestud
Akiha Tohno
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Hisui
Kohaku
Hisui & Kohaku
Miyako Arima
Kouma Kishima
Noel
Michael Roa Valdamjong
Vlov Arkhangel
Red Arcueid
Saber
Aoko Aozaki
Dead Apostle Noel
Mario Gallo Bestino
Powered Ciel
Neco-Arc
Mash Kyrielight
Ushiwakamaru
Monte Cristo