Melty Blood/MBTL/Noel/Strategy

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Neutral

All of this information on this page is outdated but still accurate. It's currently undergoing heavy editing to bring it more in line with today's Noel. If you have any questions ask the #noel channel in the PSA discord.

Notable Neutral Tools
Pokes
  • Rising j.A
  • Falling j.C
  • 5A
  • 236A/B
  • 2B (riskier!)
Catching Landings
  • 5C
  • 2C
  • 236B

Noel's greatest strength in neutral is whiff punishing. This includes whiffed jump-ins, which she can force by running under and using 5C/2C from behind against close air approaches, or backing up and using the 236B back step to make a jump-in whiff against far air approaches.

5C is not a poke. 2C is not a poke. You will DIE to anyone in the air if you use these as space control in neutral, they are for whiff punishing 95% of the time.

Keys are a safer way to cover the ground. They can be dash cancelled to possibly convert on hit depending on range, but this is risky against shield as you can't cancel into shield if you dash cancel and get shielded.

Offense

Pressure

  • Repeat staggered 2As and throws for basic (scary) throw mixup. 2A delay 2A is a frametrap, 2A dash 2A is a pressure reset, 2A dash throw is... a (tick) throw.
  • 5C pulls the enemy towards you so you can basically endlessly loop rebeats. It it will get quite predictable since you have to go directly into ...>w5A>5C>w5A>... ,after you did a rebeat string with any other Buttons, else the next 2C/5C will miss. Also you will get in range of faster buttons so the enemy can interupt you easier.
  • If you pushed yourself out to much for 5C to conenct you can close the gap with 6C and reset the pressure with 236A
  • 236B is plus after dash cancel when spaced. For example, 2C 236B 66 at around max 5B range is a mostly-unreactable pressure reset that frame traps and leaves you plus on block - in the corner, it leaves you in throw range too. Powerful but risky, since you're true punishable if the key is shielded.
  • Mix in Jumps, IADs and 236X after the rebeats to dissuade the enemy from simply mashing a low poke
  • In the Corner - from a little more then max range of 2C - 623A is a good move since it pushes you back to about the same spaceing when blocked and most buttons wont reach you even if it is minus. Its very good at catching jump outs and gives a full combo on airhit.
  • Bait throw techs with run up j.6BC (easier input) or run up tk j.236A/B.
  • Spaced 236A (tip 2C range) is so plus that IAD jC after it is blocked is a frametrap. At this range it is also safe against shield > BC.

Resets

  • 214B/A pull airborne oponents back to the ground and are barely + on hit especially in longer combos so they can be used to reset
  • It can be quite predictable so you have to mix in IADs and Throws to prevent the oponent from just holding 1.
  • in lower proration situations You can also link into 5A to slightly shift the point of the reset. You can then also continue the combo and mix in Jump or IAD cancels.
  • Since Back Techs are normaly safe we can Probably not use the fact that the enemy should hold back to catch the resets during the whole combo to techtrap.

A good example of reset Concepts can be found in Tortugoides WombleWeekends 18 run

Oki

Safejumps

  • Autotimed Safejump after Throw T>8([4])>jB/C
  • 2 Jumps autotimed Safejump 214C>]9>land>9[>jC midscreen you are far away so 2A wont connect after the jC!
  • Throw>[8]>jC autotimed Safejump just hold 8 can be combined with 236B OS see below
  • Corner 623C>sj>dlj44>jC D~A followups will be Blocked Thanks to LVN
    • Also works from Corner 214C
  • Corner 214C>dl.sj>(dl?)j44>jC similar to above sj Timeing is quite specific. Has some more adventagous interactions mostly Vlov D~A Wiffs, Some DPs will wiff (Shiki EX,Roa EX, Ciel B further testing needed) 236B OS possible but does not combo on hit, so not realy usefull.

Offensive OS

  • Safejump OS jC>236B after Throw: T>8>jC>236B>[1]>dl(2C) 236C has do be done pretty fast to minimize the time where you dont hold 1!
    • j236B comes out on hit or Block leads to combo or + on Block
    • Block comes on Reversal DPs or MD Activation
    • 236B will come out on Heat it will hit on normal heat and wiff on BE Heat but you still can punish with 5C/2C.
  • Safejump OS jC>236B after 214C Corner: >214C>8[4]>land>8>jC>236B>[1] Same OS concept like the Throw version (harder to make dp safe!)

Mixups

  • Safejump after AD 236BC>7>wja>9jc>jC>
  • Mixup after 236C in the Corner 236C>sj>7jc>44>land>2A crossup / 214A>236C>sj>7jc>44>wjA/B>land>2A sameside
  • 236C Mix(see below) + Mix Corner Sideswitch similar to above version: >214A>236C>sj>8jc[4]>dl44>(wjC)>2A> Sameside: >214A>236C>sj>8jc[6]>dl44>(wjC)>2A> Sideswitch occurs shortly before 8jc, microdirft back towards midscreen for sameside.
    • cancel 214A>236C late and buffer superjump so they get pulled back a bit further to ensure the crossup of the super jump


Noel can do a tricky left-right mixup after using 214BB 214AA 236C midscreen. The setup is:

  1. Hold up after 236C to neutral jump and then drift forward.
    1. If you just tap forward the barest amount, you will land same-side (second recording in clip). If you drift any more than that, you will land cross-up (first recording in clip).
  2. Whiff 5A for a frame kill, or manually delay.
    1. Manual delay is harder, but allows for even trickier mixups due to late superjumps sometimes causing you to hit their waking-up hurtbox and get pushed same-side.
  3. Superjump.
  4. Optionally whiff j.A late in the superjump.
    1. If you whiff j.A, you will always land same-side, even if you drifted enough to land crossup.
    2. If you don't, your trajectory will match however much you drifted during the neutral jump.
  5. Land and 2A for the basic left-right. Make sure to OS Heat with 2A 2BD or 2A 5CD.
  6. If the opponent is low shielding, you can do a crossup setup (drift far, no whiff j.A) and then airdash back after going over their head to overhead with jC.

Defense

  • 22B is your invincible reversal. It kind of sucks, whiffs if they're too far or too close. If you Fatal Coutner with the late active frames you can Combo.
  • Other than that, learn to use universal mechanics such as Moon Drive (and the associated clash-frame moon skills) and Shield.
    • Favor B+C followup after shield as it is safest, but Delayed A followup is also quite strong against the "meta" shield RPS options (tap shield, wait).
  • Jumping and superjumping out of the corner is useful against opponents who overcommit during pressure resets or pressure from too close to catch your landing.
  • the classic 7>sdj can also get you out of the corner quite well but is much worse then in MBAACC since you don't get as much hight and can be intercepted by jumping oponents much more easily.


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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