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Melty Blood/MBTL/Noel/Combos

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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 Buttons "X" and "Y" must be input simultaneously.
X/Y Input "X" or "Y" can be used.
dl.X There should be delay before inputting "X".
w.X 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. Usually will be omitted due to being obvious.
md.X Perform a micro-dash before performing "X".
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.
5?5X5X Where ? is A, B or C, this indicates 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

Starter Combos

Combo Damage Cost Meter Gain Location

Combo Theory


Any A/B normals into 2C is a standard route that allows you to pick between going directly into an air combo with 5C 623B 5B 3C or staying grounded first with 214A/214B. 214A/214B both restand airborne opponents on the ground and can link into 5A, adding more damage and still allowing an air combo afterwards. Deciding what special to use Skill Bonus on is very important to Noel, and particularly so midscreen. 623B can only be comboed after with Skill Bonus or really low hitstun decay.


6C wallbounces, allowing you to add it into corner routes for more damage. 214B~B in the corner leaves Noel close enough to pick up with 5A/5B.

Spending Meter

In order to spend circuit meter in combos, Noel has to stay grounded. 214C wallbounces and enables massive damage if used early in corner combos. 236C's lengthy hitstun extends combos even when used late, and leads to an airthrow ender if you haven't yet used your 3C launch. 623C should only be used if you don't have keys left (or don't want to spend any) as it leads to a safejump. Her Arc Drive has great range and moves quickly, and combos from any special except for 22X.


A Starter

Combo Damage Cost Meter Gain Location

B Starter

Combo Damage Cost Meter Gain Location

for 2B(1)/5B, use whatever you didn't start with

for 2B(1)/5B, use whatever you didn't start with

C Starter

Combo Damage Cost Meter Gain Location

General purpose punish combo.

Max range 2C conversion.

Metered punish combo.

Max damage corner combo.

Special Starter

Combo Damage Cost Meter Gain Location

Jump-in/IAD Starter

Combo Damage Cost Meter Gain Location

CH Starter

Combo Damage Cost Meter Gain Location

Standard pickup off of a CH air-to-air. 2C is a little hard to time but can be done with practice.

Use this when you'd land out of range of 2C or 5C. Takes advantage of Skill Bonus for extended hitstun off 623A.

236B is a frame trap out of a lot of Noel's normals and leads to good damage.



【MBTL】NOEL Practical Combos MELTY BLOOD: TYPE LUMINA【ノエル】 by SmileLanze

External Links

Evernote by @Gosuda_ Noel Combo Doc

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