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 "bells" with an option to either follow-up with more bells, delay the launch or dashing in. Combined with that are the bells 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 |
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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 | 11 | 17 | -1 | - |
Dead Apostle Noel does a short range stab with her bell.
- Has stubby range but is effective for tick throws, staggers, and rebeat pressure.
- Her fastest button at 5 frames.
- Can potentially catch low-to-ground air approach such as IADs, but don't hold your breath shorty.
- Holding
will allow you to chain the move into itself up to 2 times.
- If you have Rapid Beat set to Off or A+B, you can simply press the button up to 3 times.
- The preferred normal for rebeats, with rebeats from
&
normals being -3 and -1 respectively.
- Like all
normals, can be whiff cancelled from frame 10 and onwards.
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
480 | LH | N, RB, SP, MS, EX, (J) | - | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 3 | 19 | 29 | -7 | - |
Dead Apostle Noel swings her bell upwards.
- Its great vertical range and decent recovery makes it a solid anti-air.
- Besides an anti-air, primarily serves as combo filler.
- Its lacking horizontal coverage can make it whiff in certain pressure strings, but it's not without its uses in pressure.
- Up close in pressure, can keep the opponent slightly closer if used in place of 2B.
- If frametrapped, can be used to break low shield by putting the opponent in a forced block state.
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 | 24 | 38 | -11 | - |
Dead Apostle Noel thrusts her bell forward.
- Primarily a blockstring tool.
- Advances slightly, but on block pushes you back farther than you advanced.
- Pushes the opponent back on midscreen hit, but in the corner, due to the conversion of energy, you get pushed back on hit. Perplexing...
- Hitbox is incredibly low to the ground, so low it gets beaten by IADs.
- High recovery makes you incredibly vulnerable on whiff.
- Can be partially charged to frametrap and to call out jumps (this part is important).
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, gains clash frames as charged normals do.
- Valuable combo and pressure tool.
- Only -4 on block. Make of that what you will.
- The second hit has a vacuum effect but can potentially whiff at max range.
- Deceptively large horizontal range, can hit from incredibly far.
- Can be a decent callout against certain ground approaches and low shield.
- Can be jumped out of on pressure, so predictable use can end up getting either punished or escaped for free.
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.
- Good for tick throws, staggers, and starting pressure.
- Slower than 5A by 1 frame (6 frames total).
- Hitbox is slightly further out than 5A, but only by a tad.
- Chains into itself 2 times before going into Rapid Beat
- If you have Rapid Beat set to A+B, you can start Rapid Beat from any point.
- Not as good for rebeats, with rebeats from
&
normals being -4 and -2 respectively.
- Like all
normals, can be whiff cancelled from frame 10 and onwards.
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 | 21 | 32 | -10 | - |
Dead Apostle Noel gets in prime breakdancing position and slashes her bell forward.
- Generally a fantastic midrange button with its decent recovery and proration.
- As of version 1.4.3, hits low.
- Advances forward slightly but, like her
buttons, this advancement is mitigated on block by large pushback.
- Can be used to call out ground approach with its fast startup and good horizontal range.
- This makes it surprisingly solid on defense, can potentially stuff run-up options on an opponent's pressure reset.
- When timed right, its decent vertical range can also beat low IADs.
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 | 24 | 38 | -11 | - |
Dead Apostle Noel performs a giant sweep with her bell.
- Long startup and recovery makes it primarily a combo and pressure tool.
- Your main launcher in combos, usually seen with 5[C] in a majority of her combos.
- Incredibly large hitbox, covering a fair chunk of the screen.
- Like its standing counterpart, has a large amount of pushback on block.
- Also pushes back on whiff, funnily enough.
- Also like its standing counterpart, hits incredibly low to the ground (but that's probably expected)
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.
- Primarily an air-to-air tool with with solid horizontal range and disjoint
- One frame slower than the average j.A but this isn't as bad as it sounds.
- Holding
will allow you to chain the move into itself up to 2 times.
- If you have Rapid Beat set to Off or A+B, you can simply press the button up to 3 times.
- Like all
normals, can be whiff cancelled from frame 20 and onwards.
- Preserves all unused air options, including other air normals, specials, and movement options.
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 all around. They keep buffing it, too!
- Generally used for jump-ins due to its great horizontal range and proration.
- Its range can also make it a decent preemptive air-to-air button.
- Has a hitbox behind her, allowing it to hit crossup.
- Do note that it only hits behind later in the animation, though it doesn't matter all that much.
- The move you'll typically be using for mix off air throw.
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 | - | - | - | - |
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 |
Dead Apostle Noel thrusts her bell downward.
- Uncharged version is a standard IAD button.
- No reason to not use over j.B in IAD pressure, similar startup times and the reward is slightly better.
- In IAD pressure, can choose to be cancelled into j.A or jump for extra mixup potential.
- Its thin horizontal hitbox makes it a very situational jump-in option compared to j.B.
- However, still has its uses for hitting more stationary opponents from higher up.
- No reason to not use over j.B in IAD pressure, similar startup times and the reward is slightly better.
- Charged version hits harder but is mostly the same.
- Gains clash frames and a solid disjoint at the cost of being mildly slower.
- Can be used to bait throw tech attempts and punish low shields rewardingly with its deeper hitbox.
- Ground bounces on hit, allowing for high-damage conversions when used as a starter.
- Stable combo tool because of this. Seen in several of her basic routes.
- Remains a weaker jump-in due to still having a thin hitbox and extra frames of landing recovery.
Command Normals
6C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | LHA | SP, MS, EX, MD | L | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | - | 24 | 37 | -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 across the whole screen.
- Has more startup than 236X but less recovery, which can make it a safer option in neutral.
- Unlike 236X, it is a normal, so it cannot be EX or MD cancelled but can be cancelled on hit or block.
- Charged version has its own set of uses, but still serves the same main function.
- Travels faster at the cost of a slower startup
- Flings the opponent way farther back, but gains wallbounce properties, making it a combo tool in the corner.
- As of 1.4.3, has clash frames.
Universal Mechanics
Rapid Beat 1
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400 | LH | RB, SP, MS, EX, MD | - | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 3 | 23 | 34 | -10 | - |
Dead Apostle Noel does a little spinning kick. Holy moly!
- Combo ender tool and blockstring filler.
- Completely standard Rapid Beat normal. Intensely unexceptional.
- The only advancing normal in her kit that isn't neutralized by pushback.
3C / Rapid Beat 2
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. Universal cinematic launcher.
- Situational anti-air, and blockstring filler.
- Invulnerable to air attacks from frame 5 onwards.
- Rapid Beat version has considerable advancement, 3C remains stationary.
- Stubbier 3C than average with unexceptional vertical and horizontal range.
- Generally unseen in combos unless out of meter, 214C is the preferred combo ender.
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.
- Has an automatic run up if not done point blank.
- Leaves the opponent close, which allows Dead Apostle Noel to run various mixups and oki off throw.
- Generally preferred to simply set 236[X] bells, but she also has access to a few left/rights and niche meaty setups.
- Strike/throw is important to Dead Apostle Noel's pressure, but the reward off throw is far less than off a normal hit.
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 with hard knockdown.
- Preserves all unused air movement options, allowing you to jump and/or airdash afterwards if you hadn't used them already.
- Because of the animation, the frame data afterwards is consistent regardless of the height you executed the air throw at.
- Usually only used if out of Magic Circuit, as the reward off air throw is weak compared to other characters and to her own knockdowns.
- Doesn't have any crazy ambiguous left/rights, but does have simple safejumps and whatnot.
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) | - |
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) | - |
Dead Apostle Noel summons a set of bells and fires them forward
- Combo tool, pressure tool, neutral tool (in some matchups), and the best man at my wedding.
- Pushes her back a fair bit as the bells fire, but this is generally not very important.
- A tad slower than other projectiles (the slowest in the game), meaning you won't be winning any projectile wars if you hesitate.
- Has a large amount of recovery. Whiffing in neutral leaves you wide open without a means to cancel so pick your battles wisely.
version fires downward at a 15 degree angle.
- Just shy of hitting fullscreen. The aerial version can hit fullscreen, however.
- Generally the version you'll be firing in neutral since it can hit crouchers and runners.
- Mostly safe when used without a follow-up in pressure due to the pushback making the -8 mostly unpunishable.
- Punishable by some 2Bs and 2Cs (among other buttons) if done literally point blank in the corner.
- This is not vital information since you shouldn't do that but thought I'd let you know.
- Otherwise, just sort of weak due to the advantage and pushback making it hard to safely resume pressure.
- The follow-ups give it more utility through pressure resets and niche frametraps.
- Punishable by some 2Bs and 2Cs (among other buttons) if done literally point blank in the corner.
version fires in a straight line, more akin to a standard fireball.
- Whiffs on crouchers and runners, so be careful.
- Can potentially clip jumps, but besides that neutral utility is pretty poor due to above point.
- Has higher damage and scales better than 236A, so its generally preferred for combos.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
490 | LHA | -EX-, -MD- | L | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
14 | 3 | 30 | 46 | -8 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
320*3 (892) | LHA | EX+ | L, GB, SK | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
18 | - | 41 | 59 | -5 (min, crouch) | - |
🦆 "Im 236xx."
🦆 "and im 236x4x."
THE 236X PRESSURE BROTHERS
Off 236X, Dead Apostle Noel has two potential follow-ups. Each with their own uses, but not all follow-ups were created equal.
- Using the
or
version of 236X has no effect on the follow-up.
- 236X~X is the main follow-up to 236X. Dead Apostle Noel dashes forward with a hitbox.
- Fundamental combo tool as it keeps you close to your opponent.
- Depending on the distance and timing of the follow-up, it can cross up.
- This is generally preferred, as crossing up offsets any knockback/pushback and puts you at a better position for combos or pressure resets.
- Very, very unsafe on block. Getting this move blocked without a means to cancel is a free punish.
- With EX or Moon Drive, this move becomes an invaluable blockstring tool to maintain and reset pressure close to your opponent.
- 236X~4X is the other potential follow-up to 236X. Dead Apostle Noel jumps back and shoots bells downward.
- Niche pressure tool, has zero use in combos.
- A safe-ish pressure ender more than anything, but heed the same warning as 236A. Keep your distance.
- Frame data is significantly better against crouching opponents.
- You can be punished from further away if the follow-up is blocked standing.
- Why is this the case? Frankly, I do not know. Probably something to do with the projectile travel time.
- Your advantage can also have a ~1-2 frame variance depending on how long you delay the follow-up.
- There is a large window where you can delay the follow-up and still have it be gapless.
- However, delaying this follow-up long enough can potentially frametrap.
- ...
- ¯\_(ツ)_/¯
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 | - |
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 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | -EX-, -MD- | NC | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | 32 | - | - |
The charged version of 236X and its singular follow-up. Where did 4X go? We may never know.
- 236[X] delays the firing of the bells.
- A tool, for sure.
- The charge effect is the same regardless of it being the
or
version.
- Used primarily for oki after a grounded hard knockdown where 214C is inapplicable, such as off throw, 236C, or Arc Drive.
- For more information on oki after throw in particular, refer to her Strategy page.
- Has its uses in neutral. Against more passive opponents you can set the bells to cover as you attempt to get in.
- The 236[X]~X follow-up is similar to its uncharged variation.
- Still a dash forward, but this time with no hitbox.
- Primarily 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 | - |
EX version has Dead Apostle Noel jump backwards before firing off three sets of bells.
- The angle of the spikes will try to target the opponent. But can whiff if the opponent is too high up.
- Solid EX whiff cancel option due to the tracking angle.
- Decently plus, depending on your position it can be an option to reset pressure.
- Mainly in the corner or with your back to the corner, but keeping it gapless is still difficult due to the distance.
- Immune to Guard Cancel Heat, so there is a tradeoff.
- Useful as an ender for easy hard knockdown and solid damage but isn't the best.
- 214C provides better oki, 623C provides better damage.
- If the combo is scaled enough your opponent can just tech afterwards.
- Getting hit while firing will net your opponent a juicy fatal counter, but you can still MD cancel on block and interact with shield.
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 | 51 | +2 (min) | Clash 1-10 (MD) |
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 | - | 12L | - | - | - |
Moon Skill version of 236X. Relatively fast.
- Fires in a straight line, much like 236B.
- Projectile has a bigger hitbox than 236B, making it not whiff on crouchers.
- Shield B Counter guaranteed to punish from most distances, Shield B+C Counter guaranteed to punish from about 3/4ths of screen.
- Wallbounces on hit.
- Aerial version is near identical 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 |
10 | 15 | 39 | 63 | -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
- Does not have any confirms without Moon Drive besides 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 |
EX version has Dead Apostle Noel perform two sets of acrobatics. Wowza!
- Significantly faster than her the B version and has more invul than it, too
- 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 |
8 | 13 | 36 | 56 (JC: 25) | -23 (JC: +8) | 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
- 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
- Can catch mashing/frametrap. Off 5C/2C, there is 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 |
26 | X | - | 50 | +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 | - |
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 | - |
Dead Apostle Noel raises her bell into the air and sets off a Magical☆Explosion.
- If 214X bells are in play, it will detonate the spikes in a chain of Magical☆Explosions
- Air unblockable but whiffs on crouchers
- The bells will shatter and disappear after they are detonated
- Jump cancellable on hit, making it a valuable tool in a lot of combos
- A version detonates bells from closest to farthest
- Recovers slower than the B version
- B version detonates bells from farthest to closest
- Starts slower than the A version
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 | - |
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 | - |
Charged version of 22X. Does more damage.
- Delays detonation and makes the hitboxes bigger
- The effect is the same for the A and B version
- On 214C oki, 22[B] does not hit meaty, which allows you to go for options like grab easier but it doesn't hit meaty
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 | - |
EX version has a far bigger hitbox and does not whiff on crouchers.
- Detonates all bells at the same time and does not shatter them once
- On block, detonation hitboxes pull the opponent towards you
- +13 on block. This is your main pressure reset
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 |
12 (16, 36, 56) | 2 (1) 10 | 14 | 38 | +1 | Clash 1-10 (MD) |
Moon Skill version of 22X. Quite a bit faster than 22A and 22B.
- Whiffs on crouchers
- Detonates from farthest to closest
- The chain of detonations are gapless, unlike 22A and 22B
- Air blockable, but rather plus on air hit
- Has a massive hitbox and fast recovery, making it a phenomenal anti-air
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) | - |
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) | - |
j.236X functions almost identically to 236X but in the air. Because of this, it ends up being far more situational as your recovery is tied to landing, which opens you up to a lot of punishes.
- A version fires at a downward angle
- TK will hit fullscreen
- B version fires in a straight line
- Whiffs on crouchers and runners
- Even in the air, it still can be shielded rather easily
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400*5 (1692) | LHA | CH, EX+ | L, SK | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
68 | - | 12L | - | - | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400*5 (1692) | LHA | CH, EX+ | L, WB | - | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
68 | - | 12L | - | - | - |
Charged version of j.236[X]. Delays the firing of the bells.
- The charge effect is the same for both 236A and 236B
- Has more utility in neutral because of the follow-up
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
480 | LHA | EX+, (J) | L | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
14 | 2 | 12L | - | - | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
480 | LHA | EX+, (J) | L | - | Strike |
First Active | Active | Recovery | Overall | Advantage | Invul |
14 | 2 | 12L | - | -5 (min, TK) | - |
Follow-up to j.236X. Dead Apostle Noel travels forward with a hitbox.
- Fundamental combo tool for the same reasons as 236X~X as well as being jump cancellable on hit
- Decently unsafe on block, but with EX or Moon Drive it can be made safe
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 to 236X. Dead Apostle Noel jumps back and does her j.214X.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | J, EX+ | NC | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
JC: 27 | - | 12L | - | - | - |
Follow-up to the charged version of 236[X]. Functions similar to 236[X]~X
- Does not have a hitbox, making it primarily a movement tool
- Can be jump and airdash cancelled on whiff
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+5 | X (23) X (23) X | 12L | - | +21 (TK) | - |
EX Version fires three sets of bells. Notably, it does not push her as far back as its grounded counterpart.
- Homes in on the opponent
- Plus on block even at maximum height
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) | - |
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) | - |
Dead Apostle Noel changes her air trajectory before throwing bells down at a very steep angle.
- Very important combo tool. tk.214X is a key component in her combos
- A version has her jump higher up and angle her bells at an incredibly steep slope
- Angle is slightly awkward to connect, but is used in some combos due to hitstun scaling
- B version has her jump backwards and angle her bells at a less steep slope
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 | - |
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 | - |
Charged version of j.214X. Much like her 236[X] series, charging the move delays the firing of the bells.
- Can be jump and airdash cancelled on whiff
- The charge effect is the same for both j.214A and j.214B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400*5 (1692) | LHA | (MD) | L, HK | 1 Magic Circuit | Projectile |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+9 | - | 10L | - | - | - |
EX version has Dead Apostle Noel fire a set of really big spikes at a steep angle.
- Angle is similar to j.214A
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 |
---|---|---|
5A/2A | 5[C] | 11f |
5B/2B | 5[C] | 8f |
2C | 5[C] | 6f |
5A/2A | 214A (Far Bell) | 10f |
5B/2B | 214A (Far Bell) | 7f |
5C/2C/5[C] | 214A (Far Bell) | 5f |
22X (1✩) | 22X (2✩) | 6f |
Customization
Palette options
Dead Apostle Noel Wiki Roadmap
60% complete | ||
|
Page | Completed | To-do | Score |
---|---|---|---|
Updated move descriptions that match the character's current state |
Further update and detail move descriptions |
20/25 | |
Strategy |
Most of it |
Pressure and potential reformatting |
20/25 |
Combos |
Most basic combos. The combos part is good for the time being |
Finish Combo Theory and add more combos just for funsies |
20/25 |
Matchups |
All of them LOL |
0/25 |