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Melty Blood/MBTL/Noel

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Story

She recently transferred to Shiki's school as a new teacher. She metes out judgment to all blasphemers as an executor for the Holy Church. She may not have the battle experience Ciel does, but she's prepared to fight. Whenever faced with a weak opponent, she shows no mercy, claiming to be “weak against the strong, but overwhelmingly strong against the weak”.

Gameplay

Noel is a footsie rushdown character who relies on far pokes and huge sweeping attacks to get at the opponent.

A new character from the remake of Tsukihime. She is a simple character to play with, easily punishing opponent's mistakes in mid-range and converting into combos with her far-reaching and disjointed B/C normal attacks in addition to her sweeping Heavy Punishment (623X) leaping special move. If the opponent thinks they can just play patiently in neutral, she can pile on the pressure using follow-ups from Heavy Thrust (214X) and hidden Black Key (236X) projectiles with lots of frame advantage.

These big normals come with big recovery, though - and while her Black Keys are strong, when they're gone, they're gone. (Until the next round, anyway).

If you learn the frame data and effective use of Reverse Beat, Noel can go far.

Strengths Weaknesses
  • Heavy Punishment: The range and conversion ability of Noel's C normals, Black Keys, and 4BC Moon Skill, among others, give her extremely flexible, long-range punishes against the opponent's overcommitments, be they whiffed normals (air or ground), predictable air trajectories, or slow projectiles.
  • Elusive Hurtboxes: Noel's C normals are extremely disjointed, with her 5C additionally shifting her hurtbox backwards, and her Black Key specials all cause Noel to take a step backward before throwing them. This complements her whiff punish game, additionally causing short-ranged DPs, Heat, and Shield Counter to whiff simply by using spaced C normals in pressure.
  • Keys: Noel's Black Keys are an extremely flexible tool in any matchup: they are extremely advantageous on block with low recovery if shielded, ignore projectiles, and convert into a full combo from any distance with 236C. As a result, she only has 10 per round, but this is more than enough as long as you use them frugally.
  • High Recovery: The majority of Noel's grounded moves, especially her long-range C normals, have very high recovery, making her prone to whiff punishment if she guesses wrong about the opponent's position.
  • Low-Hitting Normals: All of Noel's long-range normals hit very close to the ground and will almost always whiff against airborne opponents. This requires her to use more committal options such as 623X/3BC or shorter-range pokes such as rising j.A or falling j.C to cover the air.
HP Value: 11,700

Backdash: -

Movement Speed: -

Character Summary

Move list

Moon Skill
6B+C - Black Key (Simple) (Air OK)
3B+C - Heavy Punishment
4B+C - Heavy Thrust
2B+C - Noel Somersault
Special Attacks
236A/B/C (EX OK) - Black Key (Simple): Projectile.
> A/B/C - Additional input 1: Additional projectile.
> 66 - Additional input 2: Ground dash-cancel.
623A/B/C (EX OK) - Heavy Punishment: Combo tool, anti-air, overhead (B and B+C ver. only).
214A/B/C (EX OK) - Heavy Thrust: Poke and combo tool.
> A/B/C - Rampaging Sister: Follow-up attack.
> 66 - Additional input 2: Ground dash-cancel.
22A/B/C (EX OK) - Noel Somersault: Anti-air, reversal (B and EX ver. only).
j.236A/B/C (EX OK) - Black Key (Simple): Air projectile.
Arc Drive
236B+C - Time to Repent: High damage invincible attack.
Last Arc
A+B+C+D / D in Blood Heat - Heavenly Trinity: Very high damage invincible attack.
Unique Attacks
6C, 3C
Blowback Edge Moves
j.[C], 22[A]
Stats & vitals

Limited to 10 Black Key uses per round.

Dash actionable: 5

Jump startup: 4

Jump airtime: 34

Quick combo reference

Midscreen: A Normals:

  • 2A 2B 2C 5C 214BB 214AA (236C/214C)

B/C Normals:

  • 2B 2C 5C 623B 5B 214BB 214AA (236C/214C)

Corner: A Normals:

  • 2A 2C 6C 623B 5B 214BB 2B Rapid Beat 214A (236C/214C)

B/C Normals:

  • 2B 2C 6C 623B 5B 214BB 2B Rapid Beat 214AA (236C/214C)

You can replace [2A 2B] with basically anything. Without meter, end with 214B 5A 2C 3C jB AT if you want a hard knockdown

MBTL Noel Art.png

Move Analysis

Normal Moves

Standing Normals

5A
5A
5A
MBTL Noel 5A.png
Damage Guard Cancel Property Cost Attribute
160 LH -N-, -SE-, -SP-, -RB-, -EX-, -MD-, (J) - - -
First Active Active Recovery Overall Advantage Invul
5 2 11 17 -1 -
  • Fast startup and good frame advantage.
  • Similar whiff data to 2A allows them to be used interchangeably.
  • Whiff cancels available from frame 11 onwards (frame 11 is the first frame of the whiff cancelled move).
One frame faster than 2A. Generally you'll be using 2A for pressure, but 5A makes for a great fast poke in neutral. It's by far her least committal move and its low total duration makes it great for rebeat pressure.
5B
5B
5B
MBTL Noel 5B.png
Damage Guard Cancel Property Cost Attribute
420 LH N, SP, RB, EX, MD, (J) - - -
First Active Active Recovery Overall Advantage Invul
9 3 19 30 -7 -
  • Decent vertical reach.
Noel does an upwards kick. Useful combo tool, especially to stabilise air hits into follow-ups. Can occasionally catch people out of the air if they try to jump away, since it hits at an angle above Noel, but it's a bit on the slow side. It can recover in time to Shield a charged Heat if used as a meaty, at least.
5C
5C
5C
MBTL Noel 5C Hitbox.png
Damage Guard Cancel Property Cost Attribute
610 LH N, SP, RB, EX, MD, (J) - - -
First Active Active Recovery Overall Advantage Invul
10 4 25 38 -12 -
  • Vacuums opponents closer to Noel.

Very strong pressure tool in blockstrings, thanks to the vacuum. Really shines when used during pressure, for catching landings, or as a whiff punish. The vacuum properties make it good for stabilizing combos and adjusting the opponent's position in blockstrings. It's only -1 on rebeat too, so you can ambiguously reset pressure while reeling them in.

Keep in mind that this button hits fairly low to the ground, so it can whiff sometimes against jumps and IADs. Has lots of recovery on whiff, so be sure your opponent is where you expect them to be.

Crouching Normals

2A
2A
2+A
MBTL Noel 2A.png
Damage Guard Cancel Property Cost Attribute
140 L N, -SE-, -SP-, RB, -EX-, -MD-, (J) - - -
First Active Active Recovery Overall Advantage Invul
6 2 10 17 0 -
  • 0 on block.
  • Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
Amazing 2A with great range and frame advantage. Part of what makes her throw game so scary. It's neutral on block, so it's great for resetting pressure or frametrapping with a delayed button.
2B
2B
2+B
MBTL Noel 2B 1 Hitbox.png
MBTL Noel 2B 2 Hitbox.png
Damage Guard Cancel Property Cost Attribute
240*2 (468) LH, L N, SP, RB, EX, MD, (J) - - -
First Active Active Recovery Overall Advantage Invul
8 2 (5) 3 20 37 -7 -
  • Hits twice.
  • First hit is a mid, second hit is a low.

Big, two-hitting normal. The first hit is bigger vertically, and the second is bigger horizontally and scoots Noel slightly forwards. The first hit is a mid, but it's a solid anti-air due to the angle it hits at; it's especially good at hitting IADs. The second hit usually won't hit airborne opponents at all, so it's still a bit risky as an AA.

The second hit has the longest range of all Noel's normals, and is a low to boot, so it's great at catching people walking backwards. At max range, though, 214X is needed to convert a hit into a combo.
2C
2C
2+C
MBTL Noel 2C.png
Damage Guard Cancel Property Cost Attribute
620 L N, SP, RB, EX, MD, (J) - - -
First Active Active Recovery Overall Advantage Invul
9 4 24 36 -11 -
  • Half-screen low sweep.
One frame faster than 5C, but doesn't vacuum. Good for pushing opponents away from you or making Black Key throws more advantageous via spacing. It's your fastest button at this range, so it's great for long-distance punishes (e.g. after dashing under a jump). Keep in mind that it hits very low to the ground, making it very vulnerable to jumps, IADs, and low crushing moves. Be very sure that your opponent won't be in the air before pressing this.

Jumping Normals

j.A
j.A
Aerial A
MBTL Noel jA Hitbox.png
Damage Guard Cancel Property Cost Attribute
130 HA N, SE, SP, RB, EX, MD, J - - -
First Active Active Recovery Overall Advantage Invul
5 4 - - - -
  • Excellent rising air-to-air for opponents right above you.
  • Recovers in mid-air if used rising, allowing Noel to use other air actions (including other air normals) while falling. It can also be whiff cancelled into a jump or special.

If you're in the air and moving forwards, you're probably pressing this. Has almost best-in-class range for a j.A, and a fast 5 frame startup, great for sniping other air buttons out of startup.

You often don't get much more than an airthrow on a normal hit without meter, but on Fatal Counter you can land and pick up into a full combo.
j.B
j.B
Aerial B
MBTL Noel jB Hitbox.png
Damage Guard Cancel Property Cost Attribute
400 HA N, SP, RB, EX, MD, J - - -
First Active Active Recovery Overall Advantage Invul
8 4 - - - -
  • Air-to-air for opponents more in front of you.
  • Does not recover until landing, unlike j.A.
Extends slightly behind Noel, so it can hit opponents behind you. It's mostly useful as air combo filler, but is also a decent jump in if you're not sure which side you're going to land on.
j.C
j.C
Aerial C
MBTL Noel jC.png
Damage Guard Cancel Property Cost Attribute
560 HA N, SP, RB, EX, MD, J - - -
First Active Active Recovery Overall Advantage Invul
10 5 - - - -
  • Jump-in and used in safejumps.
  • Excellent retreating normal, covers tons of space.
  • Hits very high above Noel, making IAD jC great at catching jump-outs in the corner.

j.C is a little slow, but it's good as a jump-in or to generally cover space. It's also your go-to button for IAD pressure resets or safejumps.

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

Noel's j[C] doesn't have a ton of clash frames, but it's still pretty good for air exchanges or aggressive jump-ins.

Useful combo filler for some high-damage routes too.

Command Normals

3C
3C
3+C
MBTL Noel 3C.png
Damage Guard Cancel Property Cost Attribute
700 LH SP, EX, MD, (J) - - -
First Active Active Recovery Overall Advantage Invul
10 3 26 38 -12 -
  • Enters a cinematic and automatically jump-cancels on hit.
Noel's anti-air and launcher. Quicker and less committal than 623A or B, but usually clashes with air normals, so you need to be ready to cancel off the clash.
6C
6C
6+C
MBTL Noel 6C.png
Damage Guard Cancel Property Cost Attribute
700 LH SP, EX, MD - - -
First Active Active Recovery Overall Advantage Invul
13 8 16 36 -4~+3 -
  • Wallbounces on hit.
  • Corner combo filler.

Good gap closer and hitconfirm tool during offense, especially in the corner. Black Keys thrown afterwards are often difficult to challenge, letting you reset pressure with lots of frame advantage to work with. Or you can just land and throw them.

The wallbounce makes it easy to confirm any hit into a high-damage combo, too.

Universal Mechanics

Rapid Beat 2
Rapid Beat 2
X>X
MBTL Noel RB2 1 Hitbox.png
MBTL Noel RB2 2 Hitbox.png
Damage Guard Cancel Property Cost Attribute
230*2 (414) LH SP, RB, EX, MD - - -
First Active Active Recovery Overall Advantage Invul
9 3 (11) 3 23 48 -10 -
  • 1st hit ground bounces, 2nd hit sends outwards.
  • Cancellable only into special moves or Rapid Beat 3.

Two-hit forward-moving Rapid Beat and a useful part of Noel's combo game. Guaranteed ground bounce that brings opponents into either 3C or 214B range from any height. Like all Rapid Beat 2s, scales combo damage hard, so avoid using early in a combo unless it is the only way to stabilize the combo. Especially useful towards the end of a route, when the proration doesn't matter so much and air hits become more unstable.

Can also be used as an advancing move in pressure, though 6C is generally a better option there.
Rapid Beat 3
Rapid Beat 3
X>X>X
MBTL Noel rapid3.png
Damage Guard Cancel Property Cost Attribute
700 LH SP, EX, MD, (J) - - -
First Active Active Recovery Overall Advantage Invul
12 3 26 40 -12 -
  • Same animation as 3C
  • Special cancellable only on block - performs cinematic launch on hit.
Pretty much just the same as 3C, except at the end of a Rapid Beat chain. Only really useful if you want/need to end a combo with air throw.
Ground Throw
throw
4/6+A+D
MBTL Noel throw.png
Damage Guard Cancel Property Cost Attribute
300, 600*2 (1500) U - - - -
First Active Active Recovery Overall Advantage Invul
4 3 19 25 - -
  • Sets up a safejump anywhere with neutral jump j.C.
Noel's throw game is very strong thanks to her incredible A normals and easy safejumps. 5C > 5Aw is an excellent way to get opponents in throw range, but the star of the show is her 0 on block 2A.
Air Throw
airthrow
Aerial 4/6+A+D
MBTL Noel airthrow.png
Damage Guard Cancel Property Cost Attribute
1200 U - - - -
First Active Active Recovery Overall Advantage Invul
1 3 31 34 - -
  • Universal air combo ender.

Noel's air throw leaves her fairly close to her opponent. From there it's easy enough to set up a simple 5A or 5C meaty, or throw a meaty Black Key.

Air throw is usually Noel's highest damage ender without meter, and is the best way to get a hard knockdown meterlessly. Her metered combo enders are very strong, but AT is perfectly good in its own right.

Special Moves

Black Key (Simple)
Black Key (Simple)
236+X
MBTL Noel 236A.png
A version throws a key slower but is more advantageous on block, B version throws the key faster but is less advantageous on block
MBTL Noel 236B.png
Pressing A or B will throw the second key at a different angle
MBTL Noel 236C.png
All 3 versions are dash cancelable
Damage Guard Cancel Property Cost Attribute
1000 LHA (CH), (EX), (MD) - - -
First Active Active Recovery Overall Advantage Invul
13 X - 34 +13 [-3] -
  • Cancelable into a 30f forward dash.
  • Uses one Black Key.
  • Bracketed advantage is advantage if dash cancelled. Advantage listed assumes point-blank range.

Noel steps back and throws a key. Rarely a true blockstring off any normal, but is very plus on block and useful for pressure resets. The backwards movement often allows Noel to avoid mashed buttons entirely, netting her a full punish. If spaced just outside 5B range, dash cancelling this ASAP leaves Noel around +1 or +2. Around the edge of C normal range, it can be +6 or more (5A is gapless); at the same spacing without the dash cancel, it is advantageous enough to be safe against Shield > B+C followup.

Note: for every version of this move, the Key counter is incremented very early in startup. If you get counterhit, the Key is counted as used.

Damage Guard Cancel Property Cost Attribute
1000 LHA (CH), (EX), (MD) - - -
First Active Active Recovery Overall Advantage Invul
8 X - 37 +1 [-6] -
  • Dash cancelable.
  • Uses one Black Key.
  • Bracketed advantage is advantage if dash cancelled. Advantage listed assumes point-blank range.

Faster than the A version, and moves Noel farther back, but is also less advantageous. Less useful in pressure, but slightly more useful in neutral. The backstep is extremely useful for antiairing opponents who have committed to a falling button from relatively far away, as with good spacing, Noel's backstep will clear the air normal entirely and counterhit them out of the sky. In pressure, can be +1 on fastest possible dash cancel from just beyond Noel's 5B range - it's around +2 or +3 from the edge of C normal range.

Damage Guard Cancel Property Cost Attribute
1000 LHA -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
25 X - 52 +2 (point blank) -
  • Uses an additional Black Key.

Noel jumps forward and throws another key. This move forces Noel back in her opponent's face at slight frame advantage. There is often a gap on block between the two keys, though (especially if the first key was 236B).

  1. The angle of the second key is a little different depending on which button you press - similar to j.236A and j.236B respectively. Expensive in terms of resources, but gets you back in throw range with plus frames.
Damage Guard Cancel Property Cost Attribute
880, 651 (1531) LHA - - 1 EX -
First Active Active Recovery Overall Advantage Invul
4+4 X - 28 +8 [-9] -
  • Dash cancelable.
  • Uses one Black Key.
Noel throws a large, explosive Black Key. Highly versatile EX move - as a combo ender, allows Noel to set up a hard-to-see left/right mixup (see the Strategy page for details). Also useful as a hitconfirm tool, giving a full combo from almost any hit at any distance (e.g. from a 236B hit in neutral). It's also plus on block, and if spaced out far enough, it's even plus on dash cancel! Do keep in mind this still costs you one Black Key, but it's definitely worth the cost.
Heavy Punishment
Heavy Punishment
623+X
MBTL Noel 623A.png
MBTL Noel 623B.png
MBTL Noel 623C.png
Damage Guard Cancel Property Cost Attribute
1200 LH -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
16 3 20 38 -6 -
  • Always links into 5A - can link into 5B if it hits an airborne opponent.
  • Can avoid low-hitting moves during startup.

Not an overhead, but a solid anti-air if used preemptively. Can also be used as a hard callout against people jumping out of pressure, or just as a poke in neutral - it's huge and has less recovery than C normals. Gives a decent conversion on hit, and is very easy to confirm with meter or on counter-hit. Even though it's minus on block, the pushback makes it impossible to punish.

Damage Guard Cancel Property Cost Attribute
1350 LH, H -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
9 15 (4) 3 19 49 -5 -
  • Always links into 5A - can link into 5B if it hits an airborne opponent.
  • 1st hit only hits opponents in hitstun. Overhead hit startup is 31.
  • Can avoid low-hitting moves during startup.

Noel's long-range overhead and core combo tool due to its ground bounce. Quite slow; 623B is not useful as a mixup, but it's great to shut down jumps at a distance because it's air unblockable and hits really high above Noel. You can be Fatal Countered out of the hop during startup though! Much like 623A, the pushback makes it impossible to actually punish on block.

Damage Guard Cancel Property Cost Attribute
700*4 (2324) LH MD - 1 EX -
First Active Active Recovery Overall Advantage Invul
4+3 17 27 51 -1 -
  • Combo ender.
  • Gives a basic safejump with 5A(whiff) microwalk 9 j.C.
Highest-damage combo ender - stable and gives a knockdown even at the end of long combos.
Heavy Thrust
Heavy Thrust
214+X
MBTL Noel 214A.png
MBTL Noel 214B.png
A ender
MBTL Noel 214C.png
B ender
Damage Guard Cancel Property Cost Attribute
640, 556 (1196) LH -CH-, -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
13 2 (9) 3 18 44 -4 [-10] -
  • Restands airborne opponents.
  • Links into A or B normals early in combos.
  • Noel can cancel this special into a 25f dash followup.

Restands opponents on the first hit, but not the second. Great range, slightly larger than Noel's C buttons. Can also be used to confirm far hits (e.g. max range 2B) - it's possible to link 5A or 2B afterwards and go into a full combo. At the end of a long combo, hitstun decay may stop it from comboing into 214AA (or anything else). You can go for a restand reset afterwards, though, if you're a chancer.

Damage Guard Cancel Property Cost Attribute
1000 LH -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
13 3 23 38 -6 -
  • Follow-ups are referred to as Rampaging Sister.
  • Soft knockdown, but can be EX cancelled.

Useful combo filler - 214BB 214AA is a near-universal combo ender, and you can spend meter on the move of your choice afterwards. Not an overhead

Damage Guard Cancel Property Cost Attribute
680, 556 (1236) LH -CH-, -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
16 2 (8) 3 18 46 -4 [-10] -
  • Restands airborne opponents.
  • Links into almost any normal early in combos - usually links into A normals even late into a route.
  • Noel can cancel this special into a 25f dash followup.

Slower than 214A but deals more damage. Follow-up also deals more damage. Can be used as an alternative to 214A to confirm far hits, but is generally more prone to dropping, since it's slower.

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

This is generally the move you want to route into - you can usually link 214A or 2B afterwards unless the combo is very scaled. The last hit is an overhead, which can catch people who don't know the matchup, but isn't especially threatening if your opponent knows about it - the preceding hits give them plenty of time to react.

Damage Guard Cancel Property Cost Attribute
450*5, 600 (2340) LH MD - 1 EX -
First Active Active Recovery Overall Advantage Invul
4+5 2 (7) 2 (12) 10 (19) 2 (17) 3 23 105 -4 -
  • Wallbounces in the corner, and usually gives a hard knockdown from anywhere on the screen.
  • Very fast and can confirm even from far distances. However, at high scaling, it won't knock down.
Allows for an easy safejump setup in or near the corner - just hold 9 afterwards, then press jC at the end of the second jump.
Noel Somersault
Noel Somersault
22+X
MBTL Noel 22A.png
MBTL Noel 22B.png
MBTL Noel 22C.png
Damage Guard Cancel Property Cost Attribute
520, 400*2 (1200) LH -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
6 5 (5) 4 35 54 -16 -
  • Has some clash frames on startup.

Extremely niche use as a source of clash-frames, as an anti-air, or to get airborne for a low-altitude plus on block j.236C. Generally not very useful.

Damage Guard Cancel Property Cost Attribute
520*3 (1392) LH, H, H -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
6 5 (17) 4 35 66 -16 -
  • Hits overhead on the second hit.
  • Very risky without resources for a cancel.

Doesn't hit overhead until frame 28. Very risky without resources, and fairly reactable if your opponent is looking for it. The first hit is a mid, which makes it bad at catching low shields unless it's spaced outm, but can occasionally catch people mashing, since it hits on frame 6. The overhead is a decent way to check if your opponent is awake or aware, but don't rely on this much.

Damage Guard Cancel Property Cost Attribute
440*3 (1200) LH -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
6 12 37 54 -18 1~13 All
  • Invincible reversal.

A solid DP with lots of vertical and horizontal range. The 22 input makes it useful against ambiguous crossups. Gives fairly reliable confirms into a full combo on anti-air Fatal Counter using 5A 623B.

Damage Guard Cancel Property Cost Attribute
430*4 (1517) LH MD - 1 EX -
First Active Active Recovery Overall Advantage Invul
4+1 15 47 66 -31 1-15 All
  • Noel's EX reversal.
Hits at about a 45 degree angle upwards with a lot of momentum. Generally, you can just use 22B instead, but this is useful when you really need an invincible EX cancel. (e.g. special move clashes). Doesn't give a hard knockdown or do much damage, even on Counter Hit.
Black Key (Simple) (air)
Black Key (Simple) (air)
Aerial 236+X
MBTL Noel j236A.png
A and B version will throw key at different angles
MBTL Noel j236B.png
No follow-up this time
MBTL Noel j236C.png
Damage Guard Cancel Property Cost Attribute
1000 LHA -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
15 X - - +10 (TK) -
  • Uses one Black Key.
  • Noel throws the key at a steep angle downwards.

TK j.236A is not quite as plus as 236A, but it doesn't push Noel back as far. All air Black Keys are quite thin, which can lead to opponents running under you and punishing your landing recovery. Still a decent air-to-ground poke, but you'll usually need j.236C to get a full confirm.

Damage Guard Cancel Property Cost Attribute
1000 LHA -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
12 X - - +4 (TK) -
  • Uses one Black Key.
  • Noel throws the key at a shallow angle downwards.

Plus on block, but less so compared to TK j.236A. The angle makes it better as a poke than j.236A, letting you catch people acting at the other side of the screen.

Damage Guard Cancel Property Cost Attribute
880+651 (1531) LHA MD - 1 EX -
First Active Active Recovery Overall Advantage Invul
4+8 X - - +5 (TK) -
  • Uses one Black Key.
Noel throws a large, explosive Black Key, thrown at a similar trajectory to j.236B. Has a ton of untech time - useful to confirm any stray air hit or air Black Key toss into a full combo. It's also slightly plus on block. Not quite as versatile as the grounded version, but still pretty handy.

Moon Skills

Black Key (Simple)
Black Key (Simple)
6+B+C
MBTL Noel 6BC.png
Will do the follow up automatically
Damage Guard Cancel Property Cost Attribute
700, 750 (1255) LHA EX, MD - - -
First Active Active Recovery Overall Advantage Invul
11 X - 59 +1 -
  • Uses two Black Keys.
  • Unlike 236XX, there is no gap between the two keys.
Uses some Moon Gauge as well as two Black Keys, so it's quite expensive. Mostly useful for high-damage corner combos, especially if you're going for the kill.
Heavy Punishment
Heavy Punishment
3+B+C
MBTL Noel 3BC.png
Damage Guard Cancel Property Cost Attribute
350+1200 (1394) LH, H EX, MD - - -
First Active Active Recovery Overall Advantage Invul
15 15 18 47 -4 -
  • Lots of clash frames.
  • 2nd hit is an overhead.

Solid option on reaction to jumps at a distance, similar to 623B but faster. Plenty of pushback and only -4 on block makes this reasonably safe to throw out, though you're in real trouble if they Shield.

Note that the first hit is a mid, so this usually won't work as a callout against low shields.
Heavy Thrust
Heavy Thrust
4+B+C
MBTL Noel 4BC.png
Damage Guard Cancel Property Cost Attribute
500*3 (1355) LH EX, MD, -J- - - -
First Active Active Recovery Overall Advantage Invul
10 2 (5) 2 (11) 2 34 65 -19 -
  • Recovers in the air, jump-cancellable on hit, block, and whiff.
  • Lots of clash frames.
Good for contesting grounded opponents at a distance, as it advances very quickly. Gains lots of clash frames in Moon Drive. Also useful for building meter at the end of a combo to secure the kill.
Noel Somersault
Noel Somersault
2+B+C
MBTL Noel 2BC.png
Damage Guard Cancel Property Cost Attribute
1200 LH EX, MD, -J- - - -
First Active Active Recovery Overall Advantage Invul
7 10 44 60 -26 -
  • Recovers in the air, jump-cancellable on hit, block, and whiff.
  • Lots of clash frames.
Has lots of clash frames in Moon Drive, and can net you a full combo if it hits using a key. If your opponent Shields this, though, you lose all cancel options and will be left wide open.
Black Key Throw (Simple) (air)
Black Key (Simple) (air)
Aerial 6+B+C
MBTL Noel j6BC.png
Damage Guard Cancel Property Cost Attribute
1100 LHA - EX, MD - -
First Active Active Recovery Overall Advantage Invul
12 - - - +10 [TK] -
  • Uses one Black Key.
Ground bounces on hit. Useful to confirm air hits or cinematic launches into full ground combos. Can also be used as an easy, rewarding throw bait in point-blank strike/throw situations.

Super Moves

Time to Repent
Time to Repent
236+B+C
MBTL Noel 236BC.png
Damage Guard Cancel Property Cost Attribute
3500 LH - - 3 EX -
First Active Active Recovery Overall Advantage Invul
1+9-20 3 32 44-55 -18 1- Full
  • Great range, picks up off of any special move except 22X.
  • Full invincibility gives it some niche use as an anti-zoning tool, if you have the meter.
Excellent combo ender if you have the meter for it. Has enough advantage on hit that a quick 2AB framekill will set up an autotimed safejump, but that's by no means your only option.
Heavenly Trinity
Heavenly Trinity
A+B+C+D
MBTL Noel ABCD.png
Damage Guard Cancel Property Cost Attribute
4800 [4800 ~ 6960 in BH] LH - - - -
First Active Active Recovery Overall Advantage Invul
1+21 4 27 52 -14 14-25 Full
  • Usable with 4 full Magic Circuit gauges, at any time in Blood Heat, or with a successful Shield while in Blood Heat.
  • Damage in Blood Heat scales with amount of Heat Gauge remaining on activate.

Reverse Beats

Rebeat Table
Attack Chain Advantage
5B/2B(1) 5A/2A -3
2B(2) 5A/2A -2
5C/2C 5A/2A -1
Gap Table
Attack Chain Frame Gap

Customization

Palette options

Color 1
Color 2
Color 3 (Reines El-Melloi)
Color 4
Color 5
Color 6
Color 7
Color 8
Color 9
Color 10
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Color 14
Color 15


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