Model Number: GF13-050NSW |
Pilot: Allenby Beardsley |
Cost: 2000 Hp: 600 Transform: X Form Change: O (Berserker Mode) |
Allenby Beardsley’s personal Mobile Fighter, representing Neo Sweden in the 13th Gundam Fight. The Nobel comes with unique beam weaponry, including the Beam Ribbon which is used like a whip, and the Beam Hula Hoop which can be thrown at enemies. It also has numerous thrusters disguised as bows, and “hair” that acts as cooling fins. But perhaps the Nobel’s most surprising feature is its Berserker System that forces its pilot into a destructive rage.
Normal Mode Ability Summary
Ranged |
Armament |
Ammo |
DMG |
Notes |
Main |
Beam Hula Hoop |
4 |
70 |
Big hitbox projectile. |
Special Shooting |
Mandala Gundam Assist |
3 |
55 |
Charges at enemies, stunning on impact |
Melee |
Input |
DMG |
Notes |
Sub |
Sub |
10 |
Beam Ribbon. Grabs enemies and pulls them towards you. |
Special Melee |
BC |
100 |
Beam Ribbon Spin. Nobel spins her Beam Ribbon around her as an anti-melee barrier. |
BC |
91~187 |
BC during melee combos: God Finger. Can be mashed multiple times to Heat End. |
|
5B |
5B |
70 |
4-hits of 5B (5BBBB – 218) |
CC8B |
CC8B |
91 |
Drill Tackle |
4/6B |
4/6B |
65 |
Kicks the enemy. |
8B |
8B |
150 |
|
2B |
2B |
65 |
Somersault. Launches opponent upwards. |
~5B |
~5B |
76 |
Melee Derivative. Beam Ribbon Assault. |
~8B |
~8B |
100 |
Melee Derivative. Leapfrogs over the enemy. |
~4/6B |
~4/6B |
50 |
Melee Derivative. Spins left or right while hitting the enemy. |
~2B |
~2B |
50 |
Melee Derivative. Somersault. Launches opponent upwards. |
Burst Attack |
– |
0 |
Enter Berserker Mode. “Pressure” AOE stun after activation. |
Berserker Mode
Ranged |
Armament |
Ammo |
DMG |
Notes |
Main |
Beam Hula Hoop |
4 |
75 |
Different throwing style compared to Normal mode. |
Charged Main |
God Finger (Focused) |
– |
20-90 |
Thin, short-ranged gerobi that stuns on hit. |
Special Shooting |
Berserker Shout |
1 |
0 |
Fast startup “Pressure” AOE stun. |
Burst Attack |
ABC |
Activate DG cells to heal 100HP over time. |
Melee |
Input |
DMG |
Notes |
Sub |
AB |
10 |
Beam Ribbon Grab. |
AB~8B |
81 |
Launches the enemy after the Beam Ribbon Grab. Untechable. |
|
Special Melee |
BC |
100 ~ 196 |
God Finger. |
5B |
5B |
83 |
3-hit punch combo. |
8B |
8B |
75 |
Heel Drop. |
4/6B |
4/6B |
70 |
Launching Kick. |
2B |
2B |
70 |
Somersault. |
CC8B |
CC8B |
123 |
Leaping attack. |
~5B |
~5B |
77 |
Hyakuretsu Ken. |
~8B |
~8B |
90 |
Hula Hoop attack. Very fast. |
~4/6B |
~4/6B |
55 |
Kick. |
~2B |
~2B |
55 |
Somersault. |
Cancel Routes:
Normal:
A: AC, BC
AB: BC
AB~8B: all melee except CC8B
Any melee on hit (except ~8B and BC): AB, BC
Berserker Mode:
A: AB, AC, BC
CSA: BC
AB~8B: all melee except CC8B
Any melee on hit (except ~8B and BC): AB, BC
Overview
The Nobel Gundam is a close-ranged melee specialist with a higher-than average HP of 600. Utilizing its Beam Hula Hoop and Mandala Gundam summon, Nobel can set up opportunities to close in on the enemy, and unleash its unique combo strings to deal big damage even without boost.
One of Nobel’s most distinguishing features is its Burst Attack that allows it to enter Berserker Mode. In this mode Nobel gains some new tools and has improved melee performance. Once you transform into Berserker Mode you can no longer return to Normal mode, if your suit is destroyed and you revive you will still be in Berserker Mode. While in Berserker Mode you also have access to a new Burst Attack, which allows you to recover 100HP over time.
The winning strategy for Nobel is playing safe while in Normal mode, and trying to keep your HP as high as possible before Bursting at 50% to enter Berserker mode. While Nobel can struggle to start its offense, once you’re in you can do really big damage really quickly, so bank on making big comebacks and never count yourself out.
Normal Mode Ability Details
Ranged Weapons
Main: Beam Hula Hoop
Throws a large Beam Hula Hoop at the enemy. True to its name, this is a beam projectile that can be blocked by ABC mantles. Reloads on empty, and takes 3 seconds to reload 4 ammo.
The startup on this move is slow and the muzzle correction is average, but the projectile size is large which makes it relatively easy to hit. You can use this in many scenarios from catching landings to self defense, and you can even use this to save teammates at long distances. But don’t forget that you are not a ranged unit, and it will be impossible to win a match simply relying on hitting this.
Special Shooting: Mandala Gundam Summon
Nobel calls on the Mandala Gundam to charge at the target, causing flame stun on impact. Reloads on empty, taking 14 seconds to reload 3 ammo. The reload starts the moment you send out the last Mandala, which means you can use this move fairly often.
Mandala’s dash speed is slow, but the tracking on this move is extremely strong, rivaling the X1’s Tobia bike. Its hitbox is also rather large. With such excellent performance, this move is great both on offense and defense. In fact, this move is so great that you will most likely feel sad trading it for a Pressure move during Berserker Mode.
Melee Set
Nobel’s melee style is similar to Epyon, Efreet Kai, and Blue Destiny, in that once she starts a melee combo she can cancel into other melee moves without needing to sidestep cancel. But unlike the other three, she can chain the same melee move into itself multiple times. However, note that while they may share the same input, combo starter melee attacks are different from the same-button derivatives (e.g. 8B and ~8B are two different moves).
Nobel’s melee combo starting performance is actually nothing to write home about, but she has various ways of being able to get in nonetheless. Also, unless your combo is cut by a second enemy, you’re pretty much guaranteed a combo that downs, even if you start the combo with 0 boost.
Sub: Beam Ribbon
An anchor-type move that pulls enemies in towards you for a follow-up combo. Similar to Master Gundam’s 5AB, except that this move is comparatively much slower and with a much shorter range. It’s not easy to hit this raw, but you can use it as a close-range follow-up to a hit Beam Hula Hoop, or Mandala Gundam.
Special Melee: Beam Ribbon Spin
Foo! Nobel slides a short distance inheriting inertia before spinning the Beam Ribbon in a cone-shape around her. The Beam Ribbon covers the Nobel Gundam with an active hitbox, and any enemy that touches you gets hit. The hitbox on this is top class, but the timing is very strict and if you’re even a second off you will surely eat a big punish. You will also not chase the enemy whatsoever with this move, meaning you can never use this on offense (outside of being a combo part), only on defense. Overall a high-risk move and an option of the desperate.
You can, however, use this as a zusakyan (brake cancel) while ground running. A common movement option for Nobel is running on the ground then ending the run with BC into a sidestep to refill boost while cutting tracking. You can spam this movement fairly often and stay relatively safe.
Derivative Special Melee: God Finger
When you input BC during a melee combo (Sub and ~8B don’t count), you will perform the God Finger instead of the Beam Ribbon Spin. You can mash the melee button for multiple hits, and if you mash enough times you will end the combo with the Heat End for big damage.
While holding the enemy with God Finger you are completely stationary, and this move is rather lengthy meaning you’re a sitting duck for a long time when using this move. Be sure you won’t be interrupted before opting for this combo finisher.
5B: Beam Ribbon
5B is a one-hit launcher, while ~5B is a 3-hit combo with the Beam Ribbon. Best used as a combo part.
8B: Heel Drop/ Leapfrog
8B is an downward axe kick, ~8B is your quick combo finisher which moves you a great distance away, giving you excellent cut resistance.
8B as a combo starter has middling performance for combo initiation, but allows you to leap towards the enemy, chasing enemies higher than you are. You can use that chasing motion and then sidestep to another melee to try and chase enemies above you.
4/6B: Kick Up/ Low Kick
4/6B: Nobel kicks the enemy upwards. ~4/6B: Nobel circles the enemy while kicking low. You can use the ~4/6B in the middle of a combo to maybe evade incoming cut attacks, but don’t rely on it too much as you don’t move a great distance. You’re probably better off just ending the combo with 8B. The regular 4/6B is one of your better combo starters with a good wraparound close-in.
2B: Somersault
Same move as a starter and a derivative. Not a particularly great move, but by looping 2B you can rise together with the enemy rapidly, perhaps positioning them unfavorably for when the combo ends and they need a long time to land and recover.
CC8B: Drill Tackle
Nobel charges at the enemy with the Beam Ribbon in the front, forming a drill shape that deals multiple hits on impact. This has a great hitbox, beating out even Master and Deathscythe Hell’s notorious 4/6Bs. The chase speed and distance traveled are also very good.
While you cannot directly go into your derivative combos from hitting this move, you can easily cancel into Sub to then start your derivative combo, or input BC to perform the God Finger. Probably one of Nobel’s better melee combo starters.
Burst Attack: Berserker System
Nobel shouts angrily before being dyed blood pink (does such a color exist?), and enters Berserker Mode. Nobel also emits a “pressure” aura that stuns anyone in an AOE around Nobel. This has super armor on startup as well. However, note that if you are destroyed during the transformation sequence it will be considered as you dying during Burst, and you will respawn with 0 Burst gauge.
You can use this Pressure move like you would any other, but remember that your primary goal is to enter Berserker Mode as soon as possible (ideally 50% Burst gauge) so that you can spend as much time as possible in Berserker Mode, and secure your second Burst.
Berserker Mode Ability Details
Ranged Weapons
Main: Beam Hula Hoop
Throws a large Beam Hula Hoop at the enemy. Longer reload than during Normal mode, taking 4 seconds to reload instead of 3. The throwing animation of this move is different from the Normal mode as well, and appears to have better tracking. Regardless, you’ll want to be using this move the same way you would in Normal mode.
Charged Main: God Finger (Focused)
Nobel comes to a stand still and fires a short-ranged, thin gerobi that stuns on hit. Similar to the God Gundam’s Main. This has terrific startup speed, muzzle correction, and projectile speed, and you can even use it to catch landings, which this move is often perfect for.
Despite a long charge time of 3.5 seconds this is one of Nobel Berserker’s main moves. You can cancel into this from whiffed melee moves, force opponents to play a 50/50 guessing game on okizeme using this move and your Shout, intercept incoming melee, and much more. You can also cancel this into BC for a two-stage offense, making you a tough opponent in the close range.
Special Shooting: Berserker Shout
Pressure move without super armor. Stuns enemies on hit. This has a small active AOE compared to other Pressures, but has a faster startup. This move is great for discouraging direct confrontations, forcing enemies to respect you at the close-range. Even the likes of Epyon and Master will need to pick their offense carefully or get hit by this. Just watch out for the long 20-second reload time, and like many other Pressures you cannot reload it with your Burst.
Melee Set (Berserker)
5B and 4/6B now have different motions, executing multiple rapid punches or the Dempsey Roll. However, note that the overall performance of your melee is not greatly improved during Berserker Mode. In fact, you lose access to your high priority CC8B, and your zusakyan in BC. One of the only buffs you receive is the ability to directly God Finger. While in Berserker Mode, try and use your AC or CSA to help with initiating melee combos.
Sub: Beam Ribbon
No change in performance over the regular mode, except you gain a ~8B cancel route.
AB~8: Beam Ribbon Throw
Launches the enemy, putting them in an untechable down state. You can follow-up with melee derivatives from this. However, Sub as a combo starter is extremely rare, and the damage benefits off this move are average at best. No real reason to use this move outside of being a combo ender that leaves the enemy in a prolonged downed state.
Special Melee: God Finger
Unlike in Normal Mode, you can use the God Finger directly anytime, not just in melee combos. Super armor on startup. While the active super armor frames are not long, it can be useful in a scramble so it’s good for all Nobel players to learn the timing on the super armor and when it can be used. You can connect two Heat Ends by fuwastepping sideways after the first one.
5B: Rush
5B is a Dempsey Roll-like punch rush with alternate hands, and ~5B is the Hyakuretsu Ken. ~5B puts you in a long combo with no cut resistance, and although it does lead to some big damage the proration is actually not great, meaning you can do close to as much damage much quicker using other moves.
8B: Heel Drop/ Leapfrog
8B: Not much of a change with the Normal mode, except the Axe kick drops faster. ~8B: different motion, deals more damage and is much faster. Can be used as both a combo part and combo ender. Overall one of Berserker Nobel’s main melee parts.
4/6B: Kick Up/ Low Kick
Different motion from Normal Mode, but no real change in the way it’s used in Berserker Mode.
2B: Somersault
Different motion from Normal Mode, but no real change in the way it’s used in Berserker Mode.
CC8B: One Punch
Delivers a single punch that deals many hits. Not as great a combo starter as Normal mode. However you can still cancel this into God Finger or AB for combo continuation.
Burst Attack: DG Cells
Nobel activates its dormant Devil Gundam cells, allowing the Mobile Fighter to automatically regenerate. Regenerates 30 HP on activation and 70 over a short time, healing a total of 100 HP. Does not allow you to heal past 600 HP, but you will continue healing even when downed or out of boost.
You have no super armor on startup, meaning that using this while under attack is suicide. You can really only use this when at a safe spot where you won’t be interrupted.
This is not a game-changing Burst Attack, but you can use it during downtime if for example you’re waiting for an enemy to get up after a down, or if you need a bit of extra HP in a pinch.
Recommended Combos
Normal Mode
Ranged Weapons |
||
Input |
DMG |
Notes |
A>>A>>A |
147 |
Zunda |
A~AC>>A |
148 |
|
A>>CC8B |
146 |
|
A~BC |
195 |
All God Finger combos assume Heat End Finish |
AB~BC>AB~BC |
284 |
If your opponent’s partner doesn’t care about him. |
AC>>AB~BC>AB~BC |
274 |
|
Melee |
||
5B~5B*3 |
222 |
|
5B/8B~BC>AB~BC |
280 |
275 damage if you start with 4/6B or 2B |
5B~5B*2~8B |
223 |
|
4/6B*6 |
205 |
|
4/6B&5~8B |
221 |
|
CC8B (9 hits)>8B*2 |
228 |
Good cut resistance and decent damage. |
CC8B~AB~BC |
260 |
Berserker Mode
Ranged Weapons |
||
Input |
DMG |
Notes |
A>>A>>A |
158 |
More damage than Normal mode. |
A>>8B~4/6B~8B~4/6B |
200 |
Good cut resistance. |
A~BC |
206 |
|
CSA~BC |
229 |
|
CSA (1 hit)~BC>BC |
315 |
|
CSA>>8B*2>BC |
274 |
|
AC>>BC>BC |
270 |
|
Melee |
||
5B*5 |
262 |
|
5B*4~BC |
327 |
|
8B~AB~8B~8B~4/6B~8B |
246 |
|
4/6B*6 |
226 |
|
46B~8B>CC8B~AB~8B |
260 |
End with BC instead for 296. |
4/6B~BC>BC |
310 |
Double Heat End |
4/6B~BC>BC |
310 |
|
2B*6 |
226 |
|
CC8B>8B~4B*2~8B |
252 |
|
CC8B>5BB~BC |
287 |
|
BC>BC |
320 |
|
BC>8B~46B~8B |
303 |
|
During Burst (Damage numbers are for F Burst) |
||
5B*4~8B>BC |
360 |
|
CC8B~BC>BC |
355 |
|
5B*4~8B>BC>BC |
364 |
|
BC>BC>BC |
363 |
Dream combo. |
Strategies
- Getting into Berserker Mode is the name of the game. To that end, try to shield often, and let your partner die before you so that you can build Burst gauge quickly.
- The general strategy is to use your Main and AC to attack from a distance, and look for openings to launch a melee combo.
- To that end, BC to sidestep as a zusakyan is a very useful technique. You can also use the same running cancel as Master e.g. 4~C~4~C to cancel a sidestep into a boost dash and avoid ground running.
- There’s no need to force your way in and YOLO with melee- Nobel has decent enough ranged attacks to play the neutral, at least for awhile.
- In Berserker Mode, you trade some of your best closing in moves (BC, CC8B, AC) for raw damage. You also gain CSA, but overall it can feel like it’s harder to launch an offensive in Berserker Mode than Normal. However, you have the power to kill any unit in two combos, so try and be patient and wait for your chance.
- F Burst is the obvious best choice for Nobel, being able to cancel from your ranged attacks into your melee is helpful, and of course the big boost to your damage (18%) and overall melee performance is exactly what the doctor ordered.
- E Burst can also be used if you anticipate getting smothered, and if you want to guarantee being able to enter Berserker Mode. S Burst is for loonies.
- Nobel can either pair with 3000 cost units that can act as a backline support like Ex-S and Zabanya, or with all-rounder suits with a strong close-range presence like Qan[T] and Destiny. Full Armor Unicorn is also a versatile pick.
- Nobel does alright with some 2500 cost units, but not with 2000/1500 cost partners.