Melty Blood/MBTL/Dead Apostle Noel/Combos

From Mizuumi Wiki
Jump to navigation Jump to search

Patch Version: 1.4.3

Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Glossary and Controls

X > Y X input is cancelled into Y.
X, Y X input is linked into Y, meaning Y is done after X's recovery period.
X+Y Buttons "X" and "Y" must be input simultaneously.
X/Y Input "X" or "Y" can be used.
dl There should be delay before inputting "X".
w.X or Xw Attack "X" should whiff and not hit the opponent.
j.X Button "X" is input while jumping or in the air.
dj.X Button "X" is input after a double jump.
jc Jump cancel the previous action. Will occasionally be omitted due to being obvious. Will occasionally be notated with 7/9 to indicate backwards/forwards.
sj Perform a superjump, which is performed by inputting 2~8.
sjc Superjump cancel the previous action.
IAD Instant Air Dash.
AT Air throw, often used as a combo ender that leads to knockdown.
md.X Perform a micro-dash before performing "X". Unused in favor of writing "microdash."
tk.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
(X) Input "X" is optional. Typically the combo will be easier if omitted.
[X] Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input "X" is released. Will only appear if a button is previously held down.
{X} Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version.
X(#) Attack "X" should only hit # of times.
X~Y This notation has two meanings.
  1. Use attack "X" with "Y" follow-up input.
  2. Input "X" then within a few frames, input "Y". Usually used for option selects.
(...) OR (...) Use only one between the two alternative routes.
RB1/2 The first or second hit of Rapid Beat auto combo.
CH The first attack must be Counter Hit.
FC The first attack must be Fatal Counter.
MD Perform a Moon Drive, which is inputted by pressing 5B+C.
Heat Perform Heat, which is performed by inputting A+B+C.
AD Perform an Arc Drive, which is performed by inputting 236B+C. Characters with more than one Arc Drive will have theirs notated by input.
LA Perform a Last Arc, which is performed by inputting A+B+C+D or successfully Shielding in Blood Heat.

Getting Started

While Dead Apostle Noel's kit allows for her to be played in a variety of ways to varying degrees of success, her most popular and strongest playstyle revolves around her 214C okizeme. Being able to set up and continuously loop ambiguous 50/50s off one touch is what makes Dead Apostle Noel theoretically strong in the first place. The different layers to her okizeme can be read up on in Bell Setplay

The biggest caveat with this playstyle is that nearly every combo will be meter negative and all will cost 1 meter if you want to set up her okizeme. If you're out of meter, your only option for a hard knockdown will be launcher into air throw which, while still plus, is far less advantageous compared to her own 214C oki and compared to other characters who get ambiguous mix off air throw.

Unless otherwise stated, all combos and theory are optimized for 214C oki.

Starter Combos

NOTE: Parts of these combos and correlating example videos are NOT fully optimal. These are combos entirely meant to get a new player started with an emphasis on consistency; optimal versions of these combos are listed in the full Combos section.

Combo Damage Cost Meter Gain Location

Day 1 BNB.

  • Gets 214C setplay going but does not set up her oki, see below combo for the most basic oki setup combo.
  • A combo you can use if you just want to have a combo while trying out the character.
  • Not super important to learn, but still introduces 2C > 5[C] which you'll see in most combos.

Most basic combo to set up 22B mix-ups.

  • Works off any normal starter.
  • The follow-up part of the 236B~X in your ender should be delayed. See video for reference.
  • This combo is enough to confirm from most hits and set up oki at the cost of damage. Prioritize consistent oki setup over damage when starting out.
  • Important to learn as having any combo that sets up into oki is an important stepping stone for learning the character.

Your BNB TK oki setup combo.

  • Works off any normal starter.
  • A great increase in damage and, more importantly, meter build over a TK-less combo.
  • Incredibly important to learn as most oki setup combos will use Double TK.
  • A general introduction to TKs and their execution is provided in the FAQ.

Anti-air 5B/3C starter.

  • Does not work off D~A counter or Rapid Beat.
  • Teaches using j.B > j.[C] off 3C, a very stable confirm.
  • Important to learn as 5B is a very solid anti-air that you should be using.

Basic D~A counter combo.

  • Works off Rapid Beat and 3C as well.
  • You may find it easier to use falling j.B rather than j.A.
  • Important to learn as you will be interacting with shield whether you like it or not.

Combo Theory

Disclaimer

You do NOT need to know this! All of this section is nerd stuff for people who want a solid briefing on how Dead Apostle Noel's combos currently function and want to play around with creating routes on their own. If you just want to try some combos to lab and use in matches, simply look through the Combos section normally. Once you use them enough you'll eventually intuit most of this information through your own experience.

If you're starting just out with the game and the character and this appears to be way too much (it is), I recommend just learning the Starter Combos and focusing on learning the games mechanics while building a firm understanding of the character. You can come back to this later if you want to get technical and such, but either way it's up to you.

Combo Theory Basics

Structure Overview

Your combos will typically be structured something along the lines of

  Starter > Launcher > Specials > Air Normals/Specials > Ground Normals > 236X~X > 214C
  • Starter: You can start with with anything, really
    • Will sometimes be the same move as your launcher/specials as you can hit your opponent with all her moves
  • Launcher: A move that picks your opponent up off the ground so you can continue the combo
    • Will sometimes be the same move as your specials as all her specials have launch properties
    • Usually something like 2C > 5[C] but can also be specials or even cinematic launchers like D A counter or 3C
  • Specials: A special move that you can jump cancel into aerial moves to continue the combo
    • 236X, 623A, and 22X are the main combo specials you will be using on the ground
    • Completely grounded combos exist, but their damage is middling
    • Moves like 236X~X also need to be linked into a normal/22A afterwards to continue the combo
  • Air Normals/Specials: An aerial move or a sequence of aerial moves that will put your opponent at a good height to finish your combo
    • At midscreen it will usually be the ground bounce from j.[C] or tk.214X
    • In the corner it can also be the wall bounce from j.236B
  • Ground Normals: Land and use normals to keep your opponent in the air and finish your combo
    • The optimal string of normals depends entirely on what normals were used in the combo prior
    • Rapid Beat 1 is present in most enders for one reason of another (advancing, damage, consistency)
  • 236X~X > 214C: Your oki setup. Very powerful stuff!

Common Combo Pieces

Combos don't come out of nowhere with no real rhythm to them. If you scroll through the combos in this page, you'll notice several recurring patterns and sequences within the various combos. This is no mistake, nor is it lazy, it's just the nature of optimization. While you can create truly wild combos using Dead Apostle Noel's various tools and the system mechanics, when it comes to being efficient, tried and true patterns will end up emerging and becoming commonplace among any character's combos. This is especially noticeable with Dead Apostle Noel, even to someone who doesn't play the character, due to her gameplan revolving around with a very specific setup thus requiring specific enders and routing to accommodate.

This section is a brief overview of basic Combo Pieces, ordered from highest proration to lowest, for those who want a plug-and-play understanding of Dead Apostle Noel's combos. If you want a better understanding of how and/or why they may work, refer to the Combo Tools section.

Combo Location

Basic grounded combo piece. Very simple, very versatile.

  • Compatible with all starters.
  • You can construct a very basic combo with two passes of 236X~X and ending with 214C
  • On grounded lower proration starters, this piece can act as a basic grounded extension and works with other pieces.

Variations:

  • 5A is 5 frames and can combo decently on the ground depending on the starter. Linking into air pieces works better with 5B or 22A
  • 5B is 8 frames and mainly works better than 5A for linking into air pieces.
  • 22A is 9 frames, 1 frame slower than 5B. Works on lower proration starters for combo extensions.

Double TK, the lifeblood of Dead Apostle Noel's combos.

  • Compatible with all starters, as well as being flexible enough that you can use it with other pieces.
  • High value in terms of damage, meter gain, and consistency as far as Dead Apostle Noel goes.
  • tk.236B~X > tk.214B will generally get you by for most basic combos, but this will be subject to change once you delve into more complex combos with higher scaling.
  • Specifics regarding the different variations are found in the Double TK section of the Combo Tools section.

DP combo piece.

  • Compatible with B and C normal starters and all specials.
  • After j.[C], you can link into a normal upon landing, or you can do an air move (usually j.214X).

Variations:

  • 623A is generally what you'll use. It's not like there's much else to choose from.
  • 3B+C is 3-4 frames faster, but that usually doesn't matter. Builds more meter but has a smaller hitbox.

1.4.0 swag piece. A beautiful blend of actual match practicality and pure freaking epicness.

  • Compatible with B and C normal starters, 236X, and 214X/4B+C
  • j.236B~X should be delayed to be pretty close to the ground, you won't land in time to do 214A if you're too high.
  • Only "optimal" with a handful of starters, but off niche stray hits the 22A hitstun can be a godsend.
  • 22B and 22[B] can work, but either it's they're slow or SMP gets in the way of being optimal.

Variations:

  • 22A is 9 frames. If not for below criteria, you'll be using this version of the move for the extension.
  • 22[A] only really works if your opponent is decently high off the ground. Usually seen after 2C > 5[C].

214A > 2C link.

  • In optimals, meter positive. Combos outside positivity are close.
  • Only a very few specific starters put you at the height and hitstun needed to use this piece.

In The Corner

As far as oki goes, Dead Apostle Noel doesn't gain all that much when she has the opponent in the corner. In fact, she stands to lose out on potential mixups if the opponent is put into knockdown with their back against the corner. However, this doesn't mean that the corner, as a whole, is useless to her. As to be expected, the corner is a realm where her combo routes have the potential to change quite a bit. Different routes can mean higher damage, better meter gain, and arguably easier execution, though that is entirely dependent on the player. Your midscreen routes and BNBs will work when you start right in the corner, but if you push the opponent to the corner from midscreen, it's important to know what changes you may need to make to keep your combo afloat.

Stealing The Corner

To steal the corner means to combo your cornered opponent in a manner that results in you being in the corner at the end of it. Stealing the corner in any given combo is very important for Dead Apostle Noel as she stands to lose out on the full range of 214C oki options if the opponent remains in the corner, most notably the signature cross-up break. Dead Apostle Noel is actually somewhat unique in that she has a move that allows her to easily steal the corner at pretty much any point in her combo without any super special routing: 5[C]. It goes without saying much else that the vacuum properties of 5[C], a move already prevalent in Dead Apostle Noel's combos, allow easy corner steal when used in conjuction with the cross-up of (j.)236X~X.

When you steal the corner is ultimately up to you and your own needs. There are reasons to steal the corner in the starter and in the ender. Even with a late corner steal into 214C oki setup, you still end up losing the option to run out to call out certain options, such as Saber's Avalon or reaction punishing shield. So while the damage and meter gain may be preferable, there still is legitimate reason to steal the corner early on beyond being just unfamiliar with corner routing.

Note that neither of these combos are optimal, just basic example combos with similar routing for as close of a comparison as possible.

Combo Damage Meter Gain

Early corner steal.
2C > 5[C] > tk.236B~X is all executed immediately to allow for the crossup.
Uses 5B > 6C, which is a unique ender string when your back is to the corner.

Late corner steal.
tk.236B~X is delayed to allow for the opponent to fly back and not cross up once the tk.236B~X follow-up hits.
Uses 2C > 5[C] which, while it invokes SMP, allows for the corner to be stolen.

Using The Wall

Let's say you chose to stick to the wall rather than steal the corner early on-- Welcome to Cornerroutingville, population: you.

One of the big components of Melty Blood: Type Lumina's combo systems is how it interacts with the wall. Corner combos in this game have a higher potential for damage output and meter gain due to the function of one mechanic: wallsplat. Moves that wallsplat your opponent can apply the effect up to 3 times before the combo automatically drops and will do more damage if they do. This is why even simpler corner combos have damage that decently compares to midscreen routes, while the more complex corner routes absolutely dominate in terms of damage and meter build.

Combo Damage Meter Gain

Basic midscreen 2B combo. Impossible in the corner.

Basic corner 2B combo. Impossible midscreen.
Uses tk.236B, its function explained below.

Dead Apostle Noel has 3 moves that take advantage of the wallsplat function: 6[C], 236B, and 6B+C.

6B+C and 6[C] are two moves in Dead Apostle Noel's kit that uniquely benefit from the corner due to the fact that they fling too far midscreen without a means to meterlessly pick up off them. While due to its nature as a slow recovery Moon Skill, 6B+C doesn't have as much practicality outside of Moon Drive combos, 6[C] is a move you'll see frequently employed in corner combos due to its relative speed, ability to be special cancelled as a command normal, good damage output, and non-egregious impact on hitstun scaling. It can work in tandem with 5[C] for stable, higher-damage combos, but will be favored in the most optimal corner combos.

236B, on the other hand, is already a vital component of her combos with the follow-up, but it gains extra value in the corner due its wallsplat property. After a launcher, you are able to use (j.)236B freely without the follow-up and recover fast enough to pick up with a corner steal ender, and for some combos it's basically all you can do as wallsplat's slight increase in hitstun scaling makes certain midscreen Double TK routes impossible if you don't steal the corner early on.

Put it all together, and you get a combo like this:

Combo Damage Meter Gain

Corner 2B combo with every element mentioned.
Uses 2 wallsplats (6[C] and j.236B), the maximum amount possible before the combo automatically drops.
Older combo. Does not take advantage of any changes made in Version 1.4.0 and beyond.

Cinematic Launchers

Dead Apostle Noel has two cinematic launchers: 3C and Shield A. Due to having oki that revolves around a grounded EX special, she doesn't want to stay in the air long after the launch cinematic plays. Dead Apostle Noel has certain routes that quickly bring her down after the launch which allows her to end her combo on the ground, which allows her to get proper 214C oki.

Both Shield A Counter and 3C share one move that allows the opponent to be dragged down without being able to tech out: j.[C]. Its high hitstun combined with its ground bounce make it the ideal move to bring high airborne opponents to the ground. It's a common element in most combos that don't use tk.214X or wallsplat to maintain hitstun at DA Noel's preferred height, but it's an essential element in her cinematic launch starter combos as the primary combo element.

There are other moves that can bring the opponent down to the ground such as j.214X, or more notably its jump cancellable Moon Skill variation j.4B+C, but due to either the combo not leading to much afterwards or costing some amount of resource, it generally isn't seen.

Shield A Counter

Shield A counter is a relatively high proration starter. Not super flexible in terms of potential routes due to its high hitstun scaling and, in general, has a small set of routes that you should opt for most of the time anyways. The most basic Shield A combo follows as such:

Combo Damage Meter Gain

Basic Shield A combo.
Good enough. Generally a low reward starter anyways.
Solid to learn. Works off Rapid Beat and 3C as well.

This Shield A counter combo uses j.[C] to bring the opponent down closer to the ground, but as you can see here there’s also a delayed j.A to keep them in histun for the land into 5B, not doing that will cause the combo to drop. And more apparently, a wall is inserted between j.B and j.[C] in the form of j.236B~X which you have to jump cancel out of, this is also due to very high hitstun scaling caused by Shield A Counter. If you try to use j.[C] before it, the combo will drop.

However, as inflexible as the starter may be, there is still plenty of room to squeeze out extra value. Meterless optimizations developed relatively linearly due to how the starter works and how Dead Apostle Noel wants to establish her okizeme, with the end result being this optimal combo:

Combo Damage Meter Gain

Optimal Shield A combo.
Pushes the starter to its limits. Various notable drop points.

The main difference here is delaying the j.[C] enough where you can pick up with 5B into an elusive Double A TK. This is one of few generally documented and the only combo in this video that have both specials in Double TK be the A variant, that is because this is a very scaled combo. Even though the combo has much more value, the reason you would opt for the simple Shield A combo is because it's easier. The j.[C] has to be delayed enough that you can reach the ground in time before the opponent techs out, but not so much that they tech out anyways. In a match, it could potentially be inconsistent due to its several drop points, but this will vary from player to player.

3C

3C is the other cinematic launcher, useful as an anti-air in some situations. While you can apply Shield A combo structure to 3C, this isn't ideal. 3C has lower proration value as a starter than Shield A counter, meaning that you're able to get more overall value with specific routing as compared to just using the same combo structure.

Combo Damage Meter Gain

Basic Shield A combo with 3C starter. Not much damage.
We can do better than this.

Due to the lower proration, once you launch from 3C, instead of doing j.B > j.236B~X, which scales hitstun a fair bit, you can instead immediately do j.B > j.[C], which more naturally follows your xxx and allows you to pick up with more familiar ground route structure. Due to the early landing, there is a fair bit of room for potential combo expression but generally you'll end up using the tried and true combo elements, such as the simple yet incredible effective Double TK.

Combo Damage Meter Gain

Simple Double TK 3C combo.
Incredibly stable as the j.[C] ground bounce is incredibly early.

Enders

At the end of the day, Dead Apostle Noel is a character that heavily revolves around a specific setup, so her standard 1 bar enders are all going to be a slightly different means to a similar end. The primary purpose of the ender is to keep your opponent suspended in the air, in hitstun, and close to you so you can use 236X~X to cross up and set up your 214C oki. Your optimal ender will depend on a lot of factors, but primarily the normals you used in the combo prior due to Same Move Proration. In many of the combos on this page, the enders are mostly interchangeable at the cost of damage, though some may be incompatible with your route due to primarily range. Having Rapid Beat on in any capacity is highly recommended for Dead Apostle Noel, as her unique Rapid Beat normal is crucial in many enders due to its advancing properties and stability.

236X~X needs the followup to be delayed so that the opponent gets caught under the closest 214C bell to Dead Apostle Noel, the timing is usually ~17 frames. If done correctly, you should be able to under to run under the opponent as they bounce from the 214C, where you would then detonate with 22B from around the center bell and run your mixups. Doing it too slow won’t cross over the opponent and will get 236C from the 214C input. Doing it too fast will have the opponent closer to the center bell and you will be unable to run under, severely nerfing your oki’s potential.

The following is a table of a few, not all, common 214C ender strings:

Combo Location
  • The most common and consistent ender.
  • Seen in 2B BnBs to avoid same move proration.
  • Used to end combos that did not already use 2C > 5[C].
  • 2C's far reach makes this ender a potential option to salvage combos if you landed too far from the opponent to pick up with the optimal ender.
  • Steals the corner to allow for proper 214C oki.
  • Extra damage If you performed an early corner steal.

Alternate Enders

Let's say you have extra bar... or you don't. If you want to do more damage to ensure a kill that 214C by itself may not allow, there are a few alternatives depending on how much meter you have available. Know that if it doesn’t kill, you will forfeit your oki and be in a lesser (but still plus) position than if you were to do the normal 214C ender. Additionally, zero bar alternatives exist when you can't run your oki.

Combo Cost
  • Forfeits about 400 damage on average...
    • ...but you're only gonna use this if you have no choice anyways.
  • Keeping your air movement can let you airdash or superjump for potential post-airthrow mix.
  • Does ~200 more damage than 214C as an ender.
  • Your kill ender with 2 Magic Circuit.
  • 236X~X brings both you and the opponent into the middle of the bells so that your 22C can do the max amount of damage.
    • In addition, it can also help build the second Magic Circuit needed for 22C.
  • If you do not do 236X~X, the damage increase is comparable to just doing 623C.
  • Arc Drive ender. Unsurprisingly, it does a lot of damage.
  • Average damage increase over 214C of about 1000.
  • Alternative Arc Drive ender using 6B+C over 236X~X
  • 6B+C can potentially build the tiny bit of extra meter needed to Arc Drive in exchange for the 3 Moon Icons.
    • To be precise, 6B+C can build up to 10% more Magic Circuit in the ender at the cost of, like, 40 damage.
  • Awakening meterburn. For when you want the opponent dead dead.
  • Average damage increase over 214C of about 1500.
  • Alternative 4 bar ender taken from Moon Drive combos that works with non-MD combos.
    • Provides a damage increase of about 30 damage on average.
  • 236B+C should come out as soon as you land from j.236C
  • 3B+C can potentially build the tiny bit of extra meter needed to Arc Drive afterwards.
    • The added cost of 3 Moon Icons should be irrelevant as you will probably only use this to kill.
    • If you do not want to use 3B+C, you can substitute with 623A for no damage change.

Combo Tools

A more sectionalized breakdown of how each of Dead Apostle Noel's specials play a part in her combos. This subsection should help provide a better understanding of her tools that will allow you to more freely construct full combos with each element.

236X

Combo Damage Cost Meter Gain Location

Your best friend even in the most basic of combos. From being the only special in a combo, a starter, in your ender, to an extender, 236X(~X) is a solid combo tool all around due to its versatility.

236X has two parts to the move: the initial projectile and its follow-up.

236B:

  • Simple, reliable, fed my family. This is the one.
  • Its completely straight path makes it incredibly easy to work with in combos.
  • Wallbounces, giving the projectile without a follow-up a solid application if you use it near/in the corner.

236A:

  • Scales damage slightly worse than 236B as well as being less damage overall. Used primarily in enders to avoid SMP.
  • Does also have use in very specific combos where (j.)236B drops.
  • Its angle can be a bit awkward to time the follow-up.

236X~X is a dash forward with a hitbox and can cross-up. Outside of the corner, you will near always want to use the follow-up since it is the only way you can consistently and meterlessly extend combos off projectile midscreen. The version of the projectile you used does not change or affect the follow-up directly, but the angle of the 236A can make the follow-up whiff at certain heights and timings.

  • Extensions with grounded 236X~X will have you link into a normal such as 5B or 5A in order to maintain the combo.
    • As of 1.4.0, you can also extend with 22A for extra damage.
  • Aerial 236X~X can be jump cancelled. TKing this motion is one half of Dead Apostle Noel's most important combo element: Double TK

236X~4X is almost never used in combos and never used in optimal combos. Its weird angle and the fact it sends you high up into the air makes it impractical to use. The move shares an animation with j.214X, a move with far more practical combo applications.

Double TK

Combo Damage Cost Meter Gain Location

The lifeblood of many of Dead Apostle Noel's combos, Double TK: tk.236XX > tk.214X.

This is the most bang-for-your-buck combo element that she has. An incredibly reliable sequence in terms of consistency, damage, and meter build, all while still positioning you and your opponent in the right range to set up her okizeme once you land. While certain optimals and situational combos will deviate from the piece just a bit, this is an essential element to learn because most basic combos from any starter will have it present, and even advanced combos will have this piece intertwined with more complex combo elements.

Midscreen, your intention with Double TK always is to box your opponent in by crossing up with the follow-up of tk.236X~X. This allows you to jump cancel the follow up into tk.214X once it hits which ground bounces your opponent. You can still apply Double TK in the corner. Using 5[C] to vacuum your opponent out of the corner will allow you to swiftly execute the follow-up of tk.236X~X to steal the corner early on in your combo, while delaying the follow-up will keep your opponent against the wall and tk.214X will hit regardless.

tk.236B~X > tk.214B:

  • The most basic variaton of Double TK, present in the simplest BNB.
  • When applicable, has the best damage (+scaling) and angle for ender.
  • The lower angle of tk.214B lets you land and pick up with an ender such as 2C > 5[C] > 2B > RB1.
  • Using just this will let you freestyle off most starters.

tk.236B~X > tk.214A:

  • The safe variation for the more scaled, but still generally stable combos.
  • The exact science is that tk.214A comes out 2 frames faster than tk.214B (16 vs 18).
  • Will still work with Double B Double TKs, but loses out on certain enders due to the steeper angle of tk.214A

tk.236A~X > tk.214A:

  • On this page, present in exactly one (1) combo. For the highest of scaled combos.
  • Utilizes the slightly reduced hitstun scaling (and damage) from tk.236A and the faster startup of tk.214A.
  • Pretty much only used when necessary, using tk.236A over tk.236B when the choice is present is leaving free damage on the table.

tk.236A~X > tk.214B:

  • Sandbox Double TK, not really practical or necessary.
  • Only on the page as a "just in case you ask."
  • If you can use tk.214B, you can probably use tk.236B as well.

623A

Combo Damage Cost Meter Gain Location

623A is jump cancellable, allowing for effective use in high-damage combos. In addition to being a fantastic starter in terms of proration, in optimal combos where it is applied, 623A is often used in tandem with Double TK to effectively rack up damage and meter build. Though the routes where 623A is the #1 best option for a combo extension are niche, still knowing how and when to combo with this move will reward you handsomely.

  • Usually followed up into IAD > j.[C], where you can either land and link with a normal like 5B or do something like tk.214B, however, with proper delay timings and the right routes you can use a button like j.B instead of j.[C].
  • You can superjump or normal jump cancel rather than IAD, but in most cases your options afterwards are going to be limited.
  • When used in combination with 5[C], the full vacuum effect can allow for 623A to fully connect from very far ranges.
    • Not getting all 4 hits of 623A will usually result in losing enough value that it becomes redundant over a different combo extension.
  • In the corner, it can generally have more value over simply using Double TK with the right routing.

3B+C:

  • The alternative DP if you want to burn 3 Moon Icons and extra meter. Particularly present in Moon Drive combos.
    • Most combos on the page that use 623A can hit or well exceed meter positive status if substituted with 3B+C
  • The 3B+C hitbox is a fair bit shorter, so max range 623A pickups can drop.
  • Damage and effect on scaling is the exact same as 623A, otherwise.

22X

Combo Damage Cost Meter Gain Location

22X was given jump cancel properties in the 1.4.0 patch of the game. With this change, it is now a very versatile and powerful addition to her toolkit as using the routing made available with the change has been massive in squeezing out extra damage and meter build while also just making her combos look way cooler. If you want to optimize and become more freeform with Dead Apostle Noel combos, learning how to use 22X is a big step. Aside from the optimals that use it, you can use it to convert from stray hits that would otherwise require either resources or superhuman situational awareness. With a good balance between practical value and pure swag, it’s hard to go wrong with 22X routes.

  • Two of the most common midscreen strings off 22X are a simple Double TK and j.[C] > dl.j.236B~X > tk.214X.
    • Both are very stable strings with proper timings, but the latter is higher damage at the cost of being far less widely applicable than Double TK.

22A:

  • Almost always used in combos due to its faster startup (9 frames).
  • This fast startup allows for it to be used as a substitute for 5B in 236X~X links among other things (5B is 8 frames).
  • The charged version, 22[A], can usually be seen after 2C > 5[C] for extra damage and meter gain from the extra hits due to the charged state.
    • Works because 2C > 5[C] keeps the opponent suspended in hitstun and at a tall enough height for 22[A] to not drop.
    • Charging 22[A] can be convenient for height placement reasons, as normal 22A can be too high up for something like Double TK

22B:

  • Sees limited use due to its incredibly slow startup (15 frames).
  • Additionally, 22B is already used for okizeme, so using it in routes off successful oki will invoke SMP very early on.
  • The charged version, 22[B], can be used at very specific heights in very specific starters for the highest possible damage, but timings are tight.
  • Does have a very unique place in 623A starter due to having a noticeably faster recovery than 22A (18 frames vs 29 frames).

214X

Combo Damage Cost Meter Gain Location

While incredibly rare, you are able to use 214X in combos. The scaling from all the extra moves can result in combos using 214X routing being less damaging, but it is not damage that these routes seek. The main draw of using 214X in combos is meter gain. The more developed 214X routes will result in you being meter positive due to all the multi-hitting special moves present in the routes, less developed routes will still have decent meter build. At the moment, 214X routes are heavily unexplored.

214A:

  • The main one.
  • The fast recovery of 214A makes linking into 2C for a non-MD route relatively lenient

214B:

  • The Bigfoot combo tool. Routes with 214B are incredibly rare and don't exist within practical means
  • Its distance from Noel and startup time make comboing into it difficult, but not impossible
    • You can partially charge 6C to make both bells multihit the flying opponent, giving you enough time to detonate with 22A
  • Not recommended to try in a real match

Combos

A Starters

Combo Damage Cost Meter Gain Location

Day 1 BNB.

  • Sets up 214C setplay but does not set up proper oki.
  • It's recommended to learn an oki combo, but this is fine nonetheless.

A basic combo to set up 214C oki without TK inputs.

  • You may have to delay the normals in your ender to be at an appropriate height for 236A~X to connect.

Bread & Butter TK oki setup combo.

  • Works off any normal starter.

Pre 1.4.0 2A optimal.

  • Here purely for historical reasons. Below combo is the modern optimal.
  • Though, unlike the modern optimal, can work off 2AA.
  • Delays are to keep you closer to the ground, not the opponent.

Optimal midscreen 2A starter combo.

  • Teaches jump cancel off 22X and its most basic application in combos.
  • Requires a clean 2A but can do 2AA off counterhit.
  • 22A will whiff at maximum distance.

Corner 2A starter combo. Optimal? Probably.

  • Crossing up with tk.236B~X is a must for the rest of the combo to connect.
  • The j.[C] > tk.214B sequence should be relatively snappy, but delayed enough so you're closer to the ground with j.[C]
  • Fairly flexible with the starter unlike the midscreen optimal (can do 2AA and 2A > 2B on non-counterhit).

B Starters

Combo Damage Cost Meter Gain Location

2B starter BNB with 236X~X.

  • Equally as important to learn this as the A starter BNB as it's the easiest way to get extra damage out of low proration starters.
  • Delaying 5C but just a tiny bit makes connecting 236A~X easier.
  • You can link into 5A off 236B~X instead of 5B for 49 extra damage (3855), but the timing for 5A > tk.236B is tight.

22A variation of B starter BNB for extra damage.

  • Not delaying the follow-up to 236B~X will cause 22A to drop.

623A route off 2B.

  • Carries quite far, so doing it too close to the corner may cause drops.
  • You can delay 623A so all hits can connect at max range.

Midscreen 2B starter route with both 623A and 22A.

  • Not optimal in any sense of the word.
  • Looks cool, though.

3.9k damage B starter combo. The most damage squeezed out of the starter so far non-counter.

  • Fantastic damage if you don't autopilot into 5[C] in the starter.
  • Will not work at near max - max range, as 623A will not connect outright or only the final hit will connect.
  • Only worthwhile if all 4 hits of 623A connect, regardless.

2C optimal translated into a 2B counterhit conversion.

  • Starter is long enough to confirm counter hit and convert into this combo.
  • The j.236B should be delayed to be as close to the ground as possible.
  • Drops if your opponent is too close to the ground after 236B.

Basic corner combo that utilizes the wallbounce properties of 236B.

  • As simple as a corner combo can get. Less damage than the midscreen 2B BNB but you can't exactly do it in the corner.
  • Teaches both corner steal 2C > 5[C] ender and 236B wallsplat.

More advanced corner combo that still uses 5[C].

  • Teaches 6[C] > 623A which is a good way to squeeze extra damage out of the corner.
  • j.236B can be substituted j.214B with no change to damage or meter gain.
  • Not delaying j.236B makes it so you don't land fast enough to pick up with 2C.
  • Not charging 6[C] knocks 205 damage off the combo (3700), making it redundant to use over a simpler corner combo.

Optimized 2B corner route using 22X changes.

  • j.[C] should hit at the peak of the jump while j.214B is delayed ever so slightly so you land quicker.

C Starters

Combo Damage Cost Meter Gain Location

2C starter variation of the 2B BNB.

  • Ender has a normal swapped to better avoid SMP.
  • Can use 22A instead of 5B like off 2B, but below combo is a better extension.

Optimal 2C starter combo utilizing 22A.

  • 2C and 5[C] are interchangeable.
  • The j.236B should be delayed to be as close to the ground as possible.
  • Drops if your opponent is too close to the ground after 236B.

5[C] starter for when you poke with the big charged button.

  • Incredibly potent confirm that can win clash interactions
  • Utilizes 5[C]'s vacuum properties to allow for far-ranged confirms
  • Can be finicky at max distance.

Basic 2C corner combo. Many projectiles were shot.

  • No tricks or crazy strict theory; this is just a consistent, lenient, high-damage corner confirm.

Near identical to the high damage 2B corner combo.

  • j.214B is replaced with j.214A for consistency purposes.
  • Same tricks and positions as landing the 2B combo.

Rapid Beat Starters

Rapid Beat is a move you'll see a lot with Dead Apostle Noel, as it is the only normal she has that is fully advancing with no major pushback. If you've exhausted most of your options in pressure and only cracked your opponent's defense open at the end of your string, knowing the best routes off a normal into early Rapid Beat can be the deciding factor between life and death. Normal > RB1 combos are included here as to not clog up the main normal starters section (and also to fluff up this section ngl).

Combo Damage Cost Meter Gain Location

Universal* routing off Rapid Beat.

  • The exact same as the basic Shield A combo.
  • Does not work if you do too many normals before the Rapid Beat.
  • Incredibly finicky off A normals, high risk of dropping.

Raw RB1 combo. For when you 5A(w) > RB1 in neutral or frametrap with it in pressure.

  • Functions exactly the same in the corner, surprisingly. Does more damage, too.

Raw RB1 into launcher combo. Niche but it's here regardless.

  • Functionally identical to the basic 3C combo.

A normal > RB1 combo. As simple as it is not that great.

  • Can use 236B~X in the starter against standing opponents, but 236A is universal.
  • Technically works in the corner but doesn't give proper oki.

Midscreen B normal > RB1 combo.

  • Works for C normals as well but there are better combos in that case.
  • The ender, while optimal, can be a bit tricky with two big points of failure.
    • Delaying each normal is essential, one wrong delay drops the combo.
    • The timing on 236B~X is strict, with mistiming it leading to no oki.

Midscreen 2C > RB1 combo.

  • 2C puts opponents in the launch state, allowing them to be hit by 236B.
  • I don't have much else to put here but I'm surprised how flexible RB1 combos are actually.

5C variation since it doesn't launch and the normal combo won't hit crouchers.

  • 236A in the starter rather than 236B is the main damage killer taking off about 50 damage, but there's not much you can really do about it.
  • The 5C in the ender invokes SMP, reducing the total damage further, but 2C > RB1 > 236X~X drops so...

Corner A normal > RB1 combo. Still simple, still not all that great.

  • Can use 236B~X in the starter against standing opponents, but 236A is universal.
  • Works midscreen but timing the 236B is a hassle so this is for the corner.

Corner B normal > RB1 combo.

  • Slight damage increase over the midscreen, but due to less hits the meter gain is noticeably worse.
  • The midscreen combo doesn't work primarily due to the tk.236B wallbounce.

Corner 2C > RB1 combo.

  • 2C puts opponents in the launch state, allowing them to be hit by 236B.
  • Once again, surprised how much mileage can come out of the starter, regardless of the first normal.
  • 5C standing variation is still the same but with the 236X swapped.

Shield Starters

Combo Damage Cost Meter Gain Location

Basic D~A combo.

  • Works off Rapid Beat and 3C as well.
  • Slightly delaying RB1 can help improve this combo's consistency.

Advanced D~A combo.

  • The faster you do j.B from the launcher, the better. The higher you are, the more tk.214A has the possibility of dropping due to decay over time.
  • Delay j.[C] as much as possible or the combo will drop before you can pick up with 5B.

Basic D~B combo from counter hit bounce.

  • This is just the normal BNB but with a D~B starter. Don't stress too much about it.

Slightly less basic D~B combo from counter hit bounce.

  • And this one's just the low proration BNB but with a counter hit D~B starter. Crazy, I know.
  • tk.214A is necessary due to the starter scaling. The counter state can only do so much.

Land D~B+C combo that works from any height.

  • About as simple as it gets for a D~B+C combo.
  • No fancy timings, just wait to land and pick up with 2C into the normal BNB.

Basic jump cancel D~B+C combo.

  • Both the jump cancel and j.[C] should be delayed a fair bit or come out immediately. Delaying one but not the other will drop the combo.
  • Solid damage and j.[C] off D~B+C is a good thing to know for freestyling.

Cool, probably optimal land D~B+C combo that uses 623A.

  • Decently high reward and quite flexible considering the starter.
  • Highest damage for non-counter hit D~B+C at the moment.

Counter hit land D~B+C combo.

  • Basically just a low proration BNB but with D~B+C starter.

Advanced counter hit D~B+C combo using 22[A].

  • It feels like 4k is close, but so far.

Meter neutral counter hit D~B+C combo using 214A.

  • The 214A > 2C link should be delayed just a bit.
  • Not particularly useful despite the meter build, but I just wanted to see if I could get a meter neutral/positive combo off D~B+C. x3

Anti-Air Starters

Combo Damage Cost Meter Gain Location

Basic 5B/3C combo.

  • Incredibly stable and consistent.
  • Good to learn since 5B works wonders as an anti-air.

Meter positive 5B combo using 214A > 2C link.

  • Almost impossible to land without a counter but it's possible (I think).
  • Consistent to land off raw 3C, but not meter positive.

Meter positive 5B combo using 2B+C.

  • Useful to learn since there are weird spots where 5B > 3C doesn't work.
  • j.[C] should come out as soon as it is charged or else it will drop.

Anti-air 22B combo.

  • Incredibly solid damage, though it is rather high-commitment.
  • No tricks to timing the delays in the ender: just gotta do it.

Stockpiled on meter and messed up the detonation mindgames? 22C may save your life.

  • The most basic 22C combo I could think of.
  • 3C into air throw may be the preferable ender if you don't want to spend or don't have 2 bars.

Enhanced 22C combo. For the real gamers out there.

  • Can do microdash > 5B to assist the delay 2C timing, but the consistency of this varies by height and how long you delayed j.[C].
  • 3C into air throw may be the preferable ender if you don't want to spend or don't have 2 bars.

IAD Starters

Combo Damage Cost Meter Gain Location

Universal routing off IAD.

j.A counter hit route. Nothing super fancy.

j.B counter hit route.

  • The only CH IAD combo able to use 22[A] > j.[C] without sacrificing damage.

j.C counter hit route.

  • Uses 22A > tk.236B to avoid SMP.

IAD counter hit double overhead combo. Wow!

j.[C] Starters

Combo Damage Cost Meter Gain Location

Basic routing off j.[C].

22A variation.

  • Landing the ender can be a little finicky because of height.
  • Messing with delay timings across the whole combo can help stabilize height for the ender.

Optimized 22A route.

  • Bit harder to land in a real match since but relatively stable.
  • Delaying 236B~X too much to visually confirm the hit makes 2C drop.

Barebones corner routing using tk.236B wallbounce.

  • 2B needs to be delayed for height reasons. Not doing so results in the 2C dropping.

Upgraded corner routing using 22A.

  • 5B should be slightly delayed so both hits of 236B~X can connect at a proper height.

Optimized corner route.

  • High risk, high reward. It's definitely a bit tricky to confirm into.

Special Starters

Combo Damage Cost Meter Gain Location

Basic 236X combo that utilizes 623A.

  • Works if the follow-up crosses over or not.

Slightly more optimized version of above combo.

  • Has the best damage off 236B starter.

Simple Double TK 236X~X combo that does a solid amount of damage.

22A routing.

  • Only works if the follow-up crosses up.
  • Has the best damage off 236A starter.

Optimal 623A route utilizing 22B.

Meter positive 623A combo using 214A.

  • Relatively lenient and easy to land beyond the 2C link timing (there won't be any random drops due to decay or anything).

Conversion for when you hit with the closer bells from 214X.

Oh, we're optimizing, alright.

  • Hilariously small damage increase, but very notable meter gain increase.
  • I wrote this into the wiki before conceptualizing below combo.

I was in the freaking lab. I'm the jonkly baby!

  • Not meter positive but incredibly close.
    • Microcharing after tk.236[A]~X will let you break the 100% mark for meter positivity.
  • Takes advantage of the 22A jump cancel window being rather large.
  • You can forgo the tk.236[A] follow-up in favor of landing and dashing up.
  • Depending on the timing of 22A > tk.236[A]~X, the damage can vary. Why? Frankly, I do not know. Probably the tk.236A.
    • This can also affect the meter gain, too (96% min), but I'm not gonna write all that.

Same as above combo but with different timings and starter.

  • Still not meter positive.
    • Microcharging after tk.236[A] will also let you get enough bar for 214C with 4% to spare (104% total).
  • The 22A is delayed rather than the tk.236[A] for height reasons.
  • Rather than doing the tk.236[A] follow-up or immediately dashing up, microcharge or wait until the spikes fire to not side swap.

EX conversion at ranges where 22A is unable to pick up.

  • As to be expected, the early EX cancel causes damage and hitstun scaling to go up by quite a bit and results in piss-poor meter build.

Air to Air CH Starters

Combo Damage Cost Meter Gain Location

Basic universal routing off an air-to-air fatal counter. Simple yet incredibly effective.

22A routing off fatal.

At a certain height, it is possible to route into 22[B] instead.

Extra hitstun allows Fatal j.B to fit grounded 236B~X in the combo before 22A

Uses alternate 22A routing to avoid SMP since j.C was already used in the combo

Bell Detonation/22B Oki Starters

Combo Damage Cost Meter Gain Location

Universal routing off 22X.

Damage optimized midscreen routing because... erm... I was bored!

  • Microdash helps with the spacing and timing of 2C but if you're godlike you can just manually time it.

nvm i optimized it more. this is what happens when im the only one putting stuff on this page

  • Genuinely hilarious damage increase, but the meter gain increase is kinda spicy.
  • Microdash is unnecessary for timing as 5[C] is significantly bigger in all the right ways.

22[A] routing on oki.

Corner routing off crossup break.

Moon Skill Starters

Combo Damage Cost Meter Gain Location

Moon Skill variation of the optimal 623A starter combo.

  • Meter positive.

Basic conversion off 4B+C overhead.

  • Ol' reliable. It's really hard to beat using this confirm in most cases.
  • You can detonate with 2B+C for extra meter build and damage regardless of distance.

22[B] routing.

  • 2C > 5[C] must connect at maximum possible height or 22[B] will drop.
  • Strict timings make it harder to land in a real match consistently.

j.[C] routing.

  • Incompatible with 2B+C, drops at tk.214A.
  • Like similar routes, you can do Microdash > 5B to assist with delay timings.

Anti-air 2B+C variation of the 22B starter.

  • Faster and lower commitment than 22B, just not air unblockable.
  • Still no tricks for doing the delays in the ender.
  • Substitute the ender with 2C > 5[C] > 2B > RB1 for 13% more meter gain (115%) at the cost of 6 damage (4109).

For when you land a low-to-ground j.4B+C, the Moon Skill of all time.

  • Same combo structure as 623A starter.
  • Potentially useful when you high profile something like Miyako stomp or bait a throw tech.
  • The move itself has pretty solid range and full air movement but its use still needs data.

Moon Drive Combos

Moon Drive is an incredibly flexible mechanic and opens up a lot of potential with very free-flowing routes due to how the mechanic affects combos. This list of Moon Drive combos is just scratching the surface of what is possible with this character and mechanic in terms of combos branching off it. The combos currently written in here have very core concepts in terms of piloting the character in Moon Drive and emphasize consistent execution and structure while still achieving the desired results, be that meter build into oki or just flat out killing.

Combo Damage Cost Meter Gain Location

2A Kill Combo.

  • Builds enough bar for Arc Drive with 2.5 bar starting.
  • Requires 100% Moon Gauge before confirming into Moon Drive to fully execute the combo.
    • With anything below 100% Moon Gauge, you can omit 5B > RB1 and go directly into 3B+C once you land.
    • Below 100% Moon Gauge, you will need an extra ~10% initial meter to build enough for Arc Drive

2B Kill Combo.

  • Functionally and structurally similar to the 2A kill combo, just lower proration starter.
  • Builds enough bar for Arc Drive with 2.5 bar starting.
  • Requires 100% Moon Gauge before confirming into Moon Drive to fully execute the combo.
    • With anything below 100% Moon Gauge, you can omit RB1 and do into 5B > 3B+C.

5[C] Kill Combo.

  • Starter is very much different, but the rest of the structure is similar to the rest of the basic Moon Drive kill combos.
  • Builds enough bar for Arc Drive with 2.5 bar starting.
  • Requires 100% Moon Gauge before confirming into Moon Drive to fully execute the combo.
    • With anything below 100% Moon Gauge, you can omit 5B > RB1 and go directly into 3B+C once you land.
    • Below 100% Moon Gauge, you will need an extra ~5% initial meter to build enough for Arc Drive
  • 236B can be used in the starter for ~90 more damage, however, it will whiff on crouching opponents.

22B Okizeme Kill Combo.

  • Builds enough bar for Arc Drive with 2.5 bar starting.
  • Requires the minimum 50% Moon Gauge before Moon Drive to fully execute the combo.
    • At 100% Moon Gauge, change the ender to 2B > RB1 > 3B+C > j.236C , 236B+C for 16 more damage and 3% more meter.

Anti-air 2B+C Kill Combo.

  • Builds enough bar for Arc Drive with 2.4 bar starting.
  • Requires at least 80% Moon Gauge to fully execute the combo due to having a Moon Skill starter.
  • For a mighty 4 damage increase but 5% meter loss, change the ender to 5B > RB1 > 623A > j.236C , 236B+C
  • For an even mightier 28 damage increase, swap the 2C and 5[C].
    • This only works at close to maximum height and with the proper link timing.

2B Damage Combo.

  • Requires the minimum 50% Moon Gauge before Moon Drive to fully execute the combo.
  • Frankly, I do not think this is a great combo, just keeping it here for historical reasons since it was here before.

2A Oki Combo.

  • Combo exists to build enough bar to confirm into 214C oki from zero.
  • Requires the minimum 50% Moon Gauge before Moon Drive to fully execute the combo.
  • 2B can be omitted to make the combo easier
  • Microdash can be omitted but is necessary at max distance.

2B Oki Combo.

  • Shares the same purpose as the 2A oki combo.
  • Requires the minimum 50% Moon Gauge before Moon Drive to fully execute the combo.

2C Oki Combo.

  • Functions near identically to the 2B variation.
  • Requires the minimum 50% Moon Gauge before Moon Drive to fully execute the combo.
  • May require holding 4 after activating Moon Drive depending on the timing of 236B~X

FAQ

How Are Her Combo Trials?

Bad. Like really bad. Her trials either have strange and inconsistent timings (4-6), lack a strong use case (4-5), lack damage, or do not present any meaningful information about what her combo structure actually consists of. This is not a problem unique to any specific character's combo trials.

Do I Have To Learn TKs?

At some point or another, yeah. If you intend on sticking with this character, you are going to want to learn how to do TK motions. They are a vital part of her combos for good reason.

Okay, How Do I Execute TKs? They Seem Hard.

tl;dr - The input is 2369X/2147X but you can overshoot the 9/7. Drill it in until it becomes second nature.

Introduction - What Is A TK?
A TK input (Named after the old input of Sagat's Tiger Knee) is simply performing a special to come out as soon as you leave the ground.

The idealized version of the tk.236Xinput is 2369X. However, as long as you don't skip an input of the actual motion (i.e. the 2, 3, or the 6), the Melty Blood: Type Lumina motion interpreter gives you a lot of leniency in the input. It's totally okay to overshoot the motion. 2368X , 2367X , and even 2369874X work. As long as you press the button immediately after buffering the jump, a TK special should come out. Because of this, you may find it simpler to think of the motion as 23698X, a half circle going from down to up. The same can obviously be applied to tk.214X/2147X.

Actual Answer
Drill the motion itself into your muscle memory by doing it repeatedly in training mode while watching the training mode input reader. If you superjump, that means you're doing it fast enough, but if you skip any part of the actual motion input it won't come out when you press a button. You don't have to aggressively perform the motion at any point, since you have a lot of time to do the motion and have it all still register. Regulating the speed at which you perform the motion will allow you to be far more consistent and comfortable with any TK inputs in the future. If you can play it slowly, you can play it fast.

Once you feel comfortable with the motion itself, start pressing the attack button to actually get your TK special out. There's one unique point of failure here: if you perform a superjump j.X instead of a TK special, that means you waited too long to press the button. You should be pressing the attack button near immediately after your press the up input with at least a frame of breathing room between the up input and the button. Keep practicing until you feel comfortable doing it once on at least one side, from there you can practice her BNB and start doing two of them back-to-back.

I Didn't Get A TK Input. What Can I Do To Save The Combo?

Pick it up like normal. Forgetting/dropping a TK and doing a grounded 236X just means you have to convert into a TK-less combo. A basic TK-less combo can be found in the Starter Combos section of this page.

tk.236X~X Didn't Cross Up. What Can I Do To Save The Combo?

If you catch yourself not crossing up before autopiloting into another tk.236X, you can potentially jump cancel into j.[C] > 5B > (delay)RB1 > 236X~X which actually has some decent corner carry. This is highly reaction dependent, inconsistent on its own, and not possible with some starters, but having a potential bandage patch solution for those fringe cases is better than dropping the combo outright.

tk.214X Hit My Opponent Too Far Away. What Can I Do To Save The Combo?

This one's an easy fix: pick it up with 2C > 5[C] > 236A. Most combos that don't fully drop at a mistimed tk.214X usually have enough wiggle room for you to pick up with some form of ender that uses 2C > 5[C]. You may have to play around with delays and extra normals, but the vacuum effect of 5[C] can generally be a life saver in these situations.

Why Can't I Get The Run Under Off 214C?

You mistimed the follow-up to 236X~X. Specifics are in the Enders section.

This Character Does So Little Damage. Why?

idk but getting oki is pretty good

Videos

死徒ノエル基礎コンボ集(表裏ルート)* by カズ

Dead Apostle Noel Sample Combos by lunar

Running Dead Apostle Noel's Okizeme (with Combos) by lunar

External Links

Updated Combo Doc by Kirbo

Combo Doc by とみお

MBTL Dead Apostle Noel COMBO & OKIZEME Guide by Lunar

MBTL Navigation

The Game
Getting Started
FAQ
Glossary
HUD & UI
Links
Customization
News & updates
The Battle System
Controls
Offense
Defense
Movement
Resources
Game Data
Characters
Shiki Tohno
Arcueid Brunestud
Akiha Tohno
Ciel
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