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Posted
Hey what are the drive moves used in Noel's combos? Like if I do 3C, 22C, 66C, and 5D. Where do I go from there? I've tried some stuff but they either do that emergency roll or I push them too far to continue.

Look at the combos and match video's to help you know.

Your obviously a beginner

Don't really 3c randomly, unless you get a CH 5C then you can 3c

Anyways after the 66c you can 5d, d,6b,d.5c, j.d, 6d 236d

Thats the simple BnB

and does like 3k

You wanna learn to Haida for real damage out of a 3c

So off a 3c you can 22bc 66c 22b 22bc 66c 22b 22bc ect ect

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Posted
I found one 3C combo THAT DOESN'T HAVE A 623D 66C LINK BUT STILL GIVES 4.4K. I'll post some vids of them later.
Do show us please! :yaaay:

/drools

Posted
Actually, I think some of Mizzet's 623D 66C link combos aren't 100% optimized for damage but more for stability.

ie 3C 22BC 66C 2D 623D 66C jc j.D 6D d.6B d.5C d.5D 236D does 4.4 which is more than his varient, and I was playing around with d.5D in combos and I found one 3C combo that doesn't have a 623D 66C link but still gives 4.4k. I'll post some vids of them later.

This is true, you can technically get up to high 4k, almost 5k from stuff like 3c without haida loops, if you do some funky stuff like including d.6c (character specific) or the recent use of 4d d.5c from JP vids. For the most part I try and list the highest damaging combo that you would still dare to use in an actual match. That said I used to have an 'extra' combo section with exceptionally situational/difficult combos, perhaps I should put it back.

And 4.4k from 3c without 623d 66c? That's interesting, I'd like to see that.

Posted

BTW: are people interested in a new Noel guide? This one, while a good introduction, is a bit dated.

In particular, I think it is important to note that 5B and 5C are very poor zoning tools due to their poor hitboxes. They should be viewed more as "quick mid-range attacks", as opposed to "zoning tools". Especially to someone who transitions from CT -> CS, its important to note just how bad the 5B hitbox has become.

Posted

go for it, honestly I'd like a new Noel everything lol, we need some new match-up threads for CS, because the current ones are mixed with CT and CS stuff.

Posted

Sorry, left my charging cable at work so no vids tonight.

(Transitions to corner) 3C 22BC 66C 22B 6D d.6B d.5D d.5C jc j.D d.6D d.5B 236D for 4399. does 4.2 without the d.5B, does 4k from just a straight dash 66C 5D into the combo.

3C 22BBC 66C 5D d.6B d.5D d.5C jc j.D d.6D 236D does about 4.1k

Posted

Hmm, the thing is, I've got a lot of stuff that I'm testing right now, but I'm not sure if it is tested enough to go into a guide. Plus, I have other pet projects I'm working on. Nevertheless, a more up-to-date guide (and perhaps a more optimistic guide) will spice up this forum.

Overall, I don't think I have enough experience to write a "Chain Revolver Pressure" guide like I did in CT. But the more "solid" play, like 5A -> 6A combos and 2B -> 6A combos, as well as a more accurate opinion on Noel's normals (ie: 5A is not slower, it just recovers slower), and information on simple frame traps... I'm finding 2A to be a very solid tool for frametraps and tick-throws for example. Its not like Noel has a mixup anymore, so relying on a good frame-trap game to force the opponent on the defensive is needed. (also, 2A -> CH 5Cs are always good on overly aggressive opponents)

Posted

I've been having some success using chain revolver oki on opponents with 1-2 primers left, really not much they can do to avoid getting guard crushed. Sometimes they are able to air tech backwards though, after d.6b and before d.6c, is there something I'm doing wrong? Proration specific perhaps? Sometimes I just freestyle the combo that leads into it, as long as it ends with a j.d d.6b d.6c

Posted
I've been having some success using chain revolver oki on opponents with 1-2 primers left, really not much they can do to avoid getting guard crushed. Sometimes they are able to air tech backwards though, after d.6b and before d.6c, is there something I'm doing wrong? Proration specific perhaps? Sometimes I just freestyle the combo that leads into it, as long as it ends with a j.d d.6b d.6c

Yeah, while most combos can end in j.d d.6B and then force an emergency tech into d.6C... some need to be modified slightly.

A good example:

Midscreen Throw -> 214A -> 2B 6C j.D d.6D d.5C j.D d.6B is the best I could manage. Doing the standard j.D d.6D d.6B d.5C j.D d.6B will just cause too much proration (probably from double proration penalty for using j.D twice and d.6B twice).

Neutral air tech into d.6C is still towards Noel's advantage, plus the opponent probably couldn't dragon punch. Back-air tech in the corner is also to Noel's advantage. So its not bad, just not quite as good as d.6C on emergency tech.

Posted

I'm glad there are still some people taking her seriously, I'm disappointed you guys are only on PSN though. I have a question about the chain revolver Oki, or rather, the combo off of d.6B, The combo I'm doing now seems to only barely break 2k, and I find it the hardest one to link properly, I'm pretty sure its the one from Dragontamer's video, I'm wondering if there are any other combo options off of d.6B.

Posted
I'm glad there are still some people taking her seriously, I'm disappointed you guys are only on PSN though. I have a question about the chain revolver Oki, or rather, the combo off of d.6B, The combo I'm doing now seems to only barely break 2k, and I find it the hardest one to link properly, I'm pretty sure its the one from Dragontamer's video, I'm wondering if there are any other combo options off of d.6B.

Yeah, I can't do it consistently either. I generally rapid to get more easy damage off of it. I just made it up, I was hoping someone else would find a good combo :v:

d.6B -> 236D is easy enough...

d.6B -> d.5D -> 623D -> 66C is a very difficult link... probably related to the d.6C timing even. Its very easy in the corner / rapid however. If the opponent is standing, I guess d.6B -> d.5C -> 2147A is a link, also difficult and doesn't work on crouching... but a link nonetheless. (lol, overhead combo that doesn't work on crouching opponents). Then again, you can catch them standing because of the massive guardstun on d.6C.

Posted
Look at the combos and match video's to help you know.

Your obviously a beginner

Don't really 3c randomly, unless you get a CH 5C then you can 3c

Anyways after the 66c you can 5d, d,6b,d.5c, j.d, 6d 236d

Thats the simple BnB

and does like 3k

You wanna learn to Haida for real damage out of a 3c

So off a 3c you can 22bc 66c 22b 22bc 66c 22b 22bc ect ect

Yeah I thought there was something that would tell me this stuff, but this is a guide to CS so I figured I'

d asked here. I just learned the whole numberpad language with the moves so looking at a huge list of combos is sorta confusing. If there is somewhere else I should go instead of here just let me know.

Thanks for the tips. That should give me something to work on for awhile.

Posted
Hmm, the thing is, I've got a lot of stuff that I'm testing right now, but I'm not sure if it is tested enough to go into a guide. Plus, I have other pet projects I'm working on. Nevertheless, a more up-to-date guide (and perhaps a more optimistic guide) will spice up this forum.

There's an edit button my friend, just if you're going to do it do a good job. I hate it when I read some data and it looks alright, but then I see something conflicting/similar. Damages, character specific combos/inserts, Heat gain, pressure strings, mixups, mindgames do it all. You can add 'theory' and whatnot afterwards so don't feel pressured to backdown on something necessary.

Posted

Pretty neat that you can get two mid-drive 5d's in the combo and get away with it too - what with same move proration and all. Guess it prorates really generously.*

Also, on a random note, for those 623d 66c links, in some instances you can squeeze out about 100 more damage by doing 623d 66c 236a 66c > continue as per normal. Basically an extra 236a 66c. For the instability it causes, and trouble you go to for executing it, it's not really worth the damage I feel, but it's there nonetheless.

*Doh I forgot the 5d after the 66c is a starter 5d.

Posted
Pretty neat that you can get two mid-drive 5d's in the combo and get away with it too - what with same move proration and all. Guess it prorates really generously.

the first 1 was a starter 5D, so they dont count as the same move =x

Posted
I feel like making a combo video. What hasn't been done yet?

d.5C -> 2147A links were done, but not fully explored last time I checked. They tend to do a good amount of damage.

Mizzet's standing 5D combos are interesting, especially because they lend themselves nicely to blah -> d.5A -> resets. Pointing out the resets available during those standing combos would be nice. d.5A -> d.6B is a 1-frame reset. d.5A -> d.6D is a 6-frame low-profile reset, so both are mash-throw-proof and jab proof, and you have a decent mixup there. Sure, an opponent who is paying attention will be able to block both (both are slower than 20 frames...) but that forces your opponent to pay attention to your combos for random ass resets, which can fatigue them.

Random hits in chain revolver should be explored. Baiting Tager's Sledge with Bloom Trigger -> Rapid -> 5D is a powerful link, but I haven't explored it really. (low proration and you can land 5D without using 6C... maybe 66C -> 4D, and maybe even 66 4D from there... haven't looked at it too much). Make the CPU tech Fenrir's last hit, and do a funny combo off of that. Its great damage + proration on a launched opponent, not very useful but hilarious.

Posted
d.5A -> d.6B is a 1-frame reset.

Just to clarify, is this from d.5a hit to d.6b? So if I'm understanding correctly you break off the combo and an opponent teching out at the first possible frame would have 1 frame to reversal out before having to block d.6b?

Posted
I feel like making a combo video. What hasn't been done yet?

6A > 6C > 236A > 66C(2hits) 236C. Certainly not practical, but its hilarious.

Posted
Just to clarify, is this from d.5a hit to d.6b? So if I'm understanding correctly you break off the combo and an opponent teching out at the first possible frame would have 1 frame to reversal out before having to block d.6b?

The opponent is in standing state, so they can't tech. An opponent mashing buttons would get counter-hit during that state.

So its like... 5D -> d.6A -> d.6C -> d.5C -> sjc. -> j.D -> j.5A -> (ITS A TRAP!!) -> d.6B / d.6D

Its what those annoying Carl players do, except you're doing it as Noel, with less damage, and slower mixups... and no unblockable setups :vbang:. Well, d.6C -> 623D guard crushes, so thats a funny one to do every now and then. Also, its what good Ragnas do at the end of some of their strings... 22C -> 2B -> 6B / 3C mixups.

Lol, I got this one guy who bursted as Hazama, he had no heat... Hit him with:

5D -> d.6A -> d.6C -> d.5C -> sjc. -> j.D -> j.5A -> d.6C -> 623D (guard Crush) -> 5D -> d.6A -> d.6C -> d.5C -> sjc. -> j.D -> j.5A -> d.6C -> 623D (guard crush) -> 5D -> d.6A -> d.6C -> d.5C -> sjc. -> j.D -> j.5A -> d.6C -> 623D

For the rest of the match. It was hilarious.

BTW: For d.5A -> d.6B, they have to be standing, they can't crouch, or else it will combo and not reset. I think d.5A -> d.6C will reset regardless, because d.6C is pretty slow...

EDIT2: d.5A (reset) -> d.6B -> d.6A -> d.6C -> 214A -> 2B 6C stuff is an easy combo. Its not like the other tech trap I mentioned earlier... d.6B reset makes it really easy to get damage due to d.6C 214A. If you wanna be risky, you can always d.6A -> d.5C -> j.D -> d.5A and go for another reset, lol.

Posted

yeah the 4.1k combo works on all characters.

Simply it's just 3C 22BBC 66C 5D 6B 5D 5C jc jD d6D 236D. just be careful with the 22BBC as the extra B makes the dash timing seem weird.

Posted

5D 6A 6C 2D 5D 623D 66C sjc jD 6D 5C 236D 3.5k

CH 5D 6C 2D 5D 623D 66C jc jD 6D 6B (5B) 5C 236D does about 4.5k

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