Mizzet Posted August 5, 2010 Posted August 5, 2010 3c is mad unsafe on block, very easy to punish, for most purposes you can consider it as bad as a blocked DP. For non haida stuff, the easiest would be something like, 3c 22bc 66c 5d 6b 5c j.d 6d 236d [3.8k'ish], why not 6d 5c 6b instead of just 6d at the end? It actually reduces the total damage due to same move proration, you only want to use each move once. For example, the combo rei posted, "3C 22BC 66C 5D d.6B d.5C j.D 6D d.6B d.5C 236D" You'll get more damage if you take out the last d.6b and d.5c, it's counter intuitive yeah, but it does. If you can do the 623d 66c link you have, 3c 22bc 66c 5d 2d 623d 66c j.d 6d 5c 6b 236d [4.3k] I would say the 623d 66c link is very worthwhile to learn, it brings the damage you get from 6b to 3.7k without haida, which is as much as the lower end 3c combos, quite impressive. And if you have meter to end with Fenrir, any 6b means your opponent just lost 4k+, easy as anything.
Wutai_Shinobi Posted August 5, 2010 Posted August 5, 2010 Awesome, thank you Mizzet, rei-Scarred and confusedxphreak! I feel silly for not seeing Mizzets sig lol, will definitely be putting some work in. That stuff should definitely be transposed here, I think ^^ I'm too newb to Noel to contribute~ but in the interest in sharing my experience thus far: 3C as said before is very unsafe on block. I'm a footsies kind of guy so I try to land it at max range, but still get punished by aggressive opponents. Less aggressive ones tend to let me go for free, which is nice considering the guard point loss they took. When drive is blocked, I like to work a 6C in there no matter what for the GP break as well~ not to mention hit confirming into MF > BnB. A habit from CT, I then try to end with BT to push away, but this hasn't been working out~ seems fairly punishable on block. Again, being a footsies guy, I noticed that 5C moves you closer a few pixels~ probably not enough to slip into a range you're comfortable in. All other moves except the D ones keep you in place, tho you may slide a few pixels forward doing any one with a forward input.
Halcyone3 Posted August 5, 2010 Posted August 5, 2010 The 3C combo I use is 3C 22BC 66C 5D d.6B d.5C j.D 6D d.6B d.5C 236D. I just made it up but it does a nice 3.8K. Well anyway I understand the spacing now so I'm getting the first loop to connect but now I'm always whiffing the 66C. I'm doing it on Hazama if that makes any difference. Also how unsafe is 3C on block. I know it was god awful in CT. And if my 5D is blocked I'm supposed to d.6A right? dont start out with hazama for learning haidas, the guy's a prick when it comes to that, u'll get more results from carl, and thats rly saying something. Hazama, Tsubaki, Tao, and Makoto are hard haidas. Since u mntioned u can loop bang, keep trying with jin and ragna. Once u got it down, u can start attempting to loop the harder 1s, and by loop i mean try 1 rep ad then just do BnB, xcept on hazama, the prick's hitbox is just too horrible for this, u can get at least 1 rep on the rest.
FunkyP Posted August 5, 2010 Posted August 5, 2010 doing d.6d, d.6b, etc... after j.d builds more meter though, you lose only like 100 damage for like 5 or 7 more meter
rei-Scarred Posted August 5, 2010 Posted August 5, 2010 Speaking of hazamas prick hotbox is it just me or does 6C BCcancel 6C whiff on him too...
Danny Schme Posted August 5, 2010 Posted August 5, 2010 Speaking of hazamas prick hotbox is it just me or does 6C BCcancel 6C whiff on him too... Assuming you're doing the whiff cancel after 214A? To get that to work you need to add a dash link after 214A and before 2B. So it'd be 663B. Then I think you can whiff cancel him.
Wutai_Shinobi Posted August 5, 2010 Posted August 5, 2010 I've read people saying the 66C isn't a very hard link but I'm having a consistent issue that I haven't been able to fix. After looking closer at what happens after I 623D, 66C, I find Noel is walking before the 6C instead of dashing, so I wind up a million miles away from the opponent. When I delay, the best I can hope for is a blue beat combo (not to mention the times I whiff 6C due to the opponent being grounded). Is there a good visual clue or something to help get the timing down?
Halcyone3 Posted August 6, 2010 Posted August 6, 2010 not rly, given she goes off screen, muscle memory is the only medicine for that =/
DJ Magic Marco Posted August 6, 2010 Posted August 6, 2010 Has anybody made regular use of challenge combo 9 in your matches? It looks like a great corner combo, going from 0 meter to 50 with the use of Fenrir at the end, taking off 5K total damage. I can't seem to land the 6D after j.D; dummy Bang always techs out. What nuance am I missing between the j.D and 6D? Is it better to do a neutral super jump D? Do you press D right when you jump or just a little after? I can't get this for the life of me...
confusedxphreak Posted August 6, 2010 Posted August 6, 2010 ^This has been the most asked question lately. lol. Anyway, there are two things you can do: 1) Delay the j.D slightly or 2) perform a SJC before doing j.D. Either method should work.
DJ Magic Marco Posted August 6, 2010 Posted August 6, 2010 Awesome. Just pulled it off by delaying the j.D. Didn't know there was time to delay that...thanks!
SyfexBlade Posted August 8, 2010 Posted August 8, 2010 Hey guys, having some trouble with this combo. In the corner: d. 6a, d. 6c, 6d, 623D, 6C, j. d, 6d, d. 6b, d. 5b, d. 6b, d. 5c, 236d, 236 D, fenrir. I think I can do most of it, but I keep getting stuck at 6d, d. 6b, d. 5b, d. 6b, d. 5c. For the life of me I cannot get d.5c to connect after 6b. It doesn't feel like I'm anywhere close to landing it. Is there any special timing I need for it?
FunkyP Posted August 8, 2010 Posted August 8, 2010 is this a challenge mode combo you're trying to finish? If not d.6b to d.5b, d.5c always connects in most cases
Mizzet Posted August 8, 2010 Posted August 8, 2010 Does it start with d.6a? Or is that a typo. Kind of odd, d.6a prorates like shit so it wouldn't be surprising you can't get anything substantial off it. Assuming it's a typo and there's a 5d or 2d in front of the d.6a, the problem is you are doing two 6d's in one combo, because of same move proration they'll be able to tech out very soon after the second 6d. The solution is to take out the second 6d completely or replace it with 5d.
mooyang90 Posted August 8, 2010 Author Posted August 8, 2010 Hey guys, having some trouble with this combo. In the corner: d. 6a, d. 6c, 6d, 623D, 6C, j. d, 6d, d. 6b, d. 5b, d. 6b, d. 5c, 236d, 236 D, fenrir. I think I can do most of it, but I keep getting stuck at 6d, d. 6b, d. 5b, d. 6b, d. 5c. For the life of me I cannot get d.5c to connect after 6b. It doesn't feel like I'm anywhere close to landing it. Is there any special timing I need for it? You have two d. 6b's in your combo. Just cut the second one out completely and you should be good.
FunkyP Posted August 8, 2010 Posted August 8, 2010 Alroght guys i got a really easy and decently good combo for you guys. 3c, 22bc, 66c, 5d, d.5c, 623d, 6c, sjc, jd(crossup), d.6d, d.6b, d.5c, 236D. [4067] 43% heat No 66C link, builds more heat and damage than standard drive juggle bnb, works on Ragna, Litchi, and Carl(that I've tested, if it works on these guys it'll work on just about anybody). Easy as hell timing. edit: add one haida loop rep on some of the larger characters and take out the last d.5c for 4460dmg, trying to add any more and the combo gets much more difficult.
SyfexBlade Posted August 8, 2010 Posted August 8, 2010 You have two d. 6b's in your combo. Just cut the second one out completely and you should be good. Aha, thanks a bunch. Guess there's a typo on the first page.
kiunch Posted August 10, 2010 Posted August 10, 2010 Is there a good corner combo for Noel except for the one in the first post and mode 9? Especially for 3C, non-counter 6D, 2D, I alway find myself hitting opponent with those moves at corner, but can never get a good combo out of it. I can't do Haida loop really well, the training mode 9 loop is doable for me like 40%... is there any with little to no loop?
klops Posted August 10, 2010 Posted August 10, 2010 (2d rapid) 3c 22c/22bc 66c 4d d.6c 2d d.623d 66c sjc j.d 6d d.6b d.5b d.5c d.236d is a simple corner combo with no corner haida. there are higher damage variations of it but that's as bare bones as it gets. you should be able to construct a similar combo off a 6d bloom trigger hit confirm in the corner if you wanted. off a 2d in the corner you can go into a d.6a d.6c spring raid / muzzle filter setup with a sjc j.d to put them back in the corner or you can rapid into a 3c like mentioned (but it's a really bad hit confirm, practically a guess, unless you know you're whiff punishing something like a throw tech or some shit). rapiding into 3c off of 2d is really only worth it when you want to haida them while still keeping them in the corner, otherwise outside of a fatal it's not worth the heat. but anyway these types of corner combos are a very useful alternative vs characters with wacky falling hitboxes (i'm looking at you, squirrel). you really need to be able to haida loop though (at LEAST in the corner, it's practically brainless vs most of the cast). it's easier in cs compared to ct, there's really no excuse anymore.
Mizzet Posted August 10, 2010 Posted August 10, 2010 If you land corner 3c and you don't have confidence in your haida looping, you can always just do the normal 3c combo that works everywhere. Even better because the tricky 623d 66c link doesn't need to be dashed into in the corner. And you can add d.5b inside the combo near the end as they're already in the corner. Should give you a solid 4.5k, heatless. 3c 22bc 66c 5d 2d 623d 6c j.d 6d 6b 5b 5c 236d (4.5kish + optional Fenrir into 5k+) Off 2d there's nothing especially different in the corner unless you want to spend 50 heat to RC into 3c, however I think you'll get more damage with that heat in most cases just doing your normal 2d combo and adding a Fenrir at the end. Off 6d you can do something like 6d 5d 2d 623d 66c j.d 5c 6b 236d [3504] I guess, Can probably add d.5b somewhere at the end since you're doing it in the corner, for a bit more damage.
Austin_QED Posted August 13, 2010 Posted August 13, 2010 Um, I'm trying to get the haida loop down, and the problem for me in cancelling. I know I'm hitting 9 correctly, but, she never seems to cancel. Any tips for the timing?
kuma Posted August 13, 2010 Posted August 13, 2010 Um, I'm trying to get the haida loop down, and the problem for me in cancelling. I take it you mean jump cancelling the 5C in the chain revolver at the end? I do it a couple frames after the 5C hits. If you're still having trouble, try holding 9 from the instant after you input the 5C. Don't try to input other commands, just input 9. At the point when Noel is free to jump, she will. That should give you a visual indication of the correct timing.
kiunch Posted August 14, 2010 Posted August 14, 2010 If you land corner 3c and you don't have confidence in your haida looping, you can always just do the normal 3c combo that works everywhere. Even better because the tricky 623d 66c link doesn't need to be dashed into in the corner. And you can add d.5b inside the combo near the end as they're already in the corner. Should give you a solid 4.5k, heatless. 3c 22bc 66c 5d 2d 623d 6c j.d 6d 6b 5b 5c 236d (4.5kish + optional Fenrir into 5k+) Off 2d there's nothing especially different in the corner unless you want to spend 50 heat to RC into 3c, however I think you'll get more damage with that heat in most cases just doing your normal 2d combo and adding a Fenrir at the end. Off 6d you can do something like 6d 5d 2d 623d 66c j.d 5c 6b 236d [3504] I guess, Can probably add d.5b somewhere at the end since you're doing it in the corner, for a bit more damage. Thanks, took me a few days to got those combo down. I also managed to do the corner 3C, 22C, 66C, 4D, d.236D, 6C, Haida x2, 6C, 5D, d.5B, d.5C, jc jD, 6D, 236D, fenrir. Now just need to practice enough so I can pull it out at a real match. I have another question about this combo tho, 3C, 22C, 66C, 4D, d.6C, d.2D, d.623D, 6C, jc jD, d.6D, d.4D, d236D, 66C, 5D, d.6B, d.5B, d.5C, d.236D, fenrir.... This combo is hard, I tried on Litchi and Lambda. For Litchi, I delay 66C -> 4D as long as possible, and slight delay from first 4D to d.6C, I managed to get to all the way to 66C, 5D, d.6B... the d.6B part at the end will alway whiff no matter what I tried, I even tried delay the 66C before the chain. When I use it on Lambda, the first part, 3C, 22C, 66C, 4D, d.6C, d.2D, d.623D, lambda will alway tech out of d.623D after d.2D, I tried to take off d.2D and just went d.6C to d.623D, but then at the last part I ran into the same problem as litchi. Am I missing some key timing in this combo? The damage is really nice, and the only hard timing is the drive 6C part...
Mizzet Posted August 14, 2010 Posted August 14, 2010 Yeah, the thing about doing 4d d.6c, or 236d into 6c again in the corner and stuff is it's rather spacing dependent and a little mistake can screw it all up. You need to max delay at some points, and connect things ASAP at others, and you have d.6c being very fickle about how cleanly it hits some characters in the air. Sometimes I'm happy to just do the standard 3c combo and take my 4.5k, a combo like that usually wins you the round anyway. Regarding 66c 5d d.6b, d.6b sometimes whiffs if the guy is too high after 5d, how it works is that it's hitbox connects faster if the guy is lower down, so if he's a little high, by the time it hits the guy he can tech out. If you tried some of Noel's later challenge combos, you run into this occasionally.
NoirMorpheus Posted August 14, 2010 Posted August 14, 2010 3c 22bc 66c 5d 2d 623d 6c j.d 6d 6b 5b 5c 236d (4.5kish + optional Fenrir into 5k+) I can never get this to connect. I do 3c and 22bc fine but the dash always whifs
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