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[CS1] Noel Vermillion Combo Thread: Guns Should be Used as Melee Weapons


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Posted

4D(FC) > d.6C > d.2D > Rapid > 3C > 22C > 66C > [22B > 22BC > 66C]x4 > j.D > d.6D > d.6B > d.5B > d.5C > jc > Thor > dash > 5C > Fenrir ~7330 Damage

Same combo as above, with double distortion :p

Can Noel do more damage ? :psyduck:

:yaaay:

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Posted

Added a few things, still more to come.

Btw, the 4D FC d.6C d.2D RC 3C combos can have up to a net gain of 20 meter, so if you're at around 80 meter when you hit your 4D you can get your meter up to 100 by the end of the combo. Depending on how you like to manage your meter and whether or not the added damage will kill the opponent, this can be plenty plenty worth it. At the very least, you'll end up with at least 50 meter for Fenrir after the combo anyways.

Posted
Noel has a full kill combo.

So yes, yes she can. :kitty:

Just keep in mind, that combo is just as liable to make your wrists fall off as it is to kill your opponent.

Posted

Alright I think this is more or less almost a finished product for the time being. Going to add the good things in this thread that I didn't already add plus some of the essentials that I probably missed at a later time, likely after I finish my midterms early next week.

Posted

If I remember right, there's another loketest starting tomorrow (monday) and lasting through the entire week - will see if they're sticking with the Spring Raid changes, think that's the biggest one that will alter our combos.

Posted

something i found through practice. 5D(CH) leaves you right at the sweet spot for doing 3C->22BC->66C->22B->6D->rest combos. It does not prorate too bad either and u can do the full one with fenrir ender for 5.7k-ish. If you can't do this combo path due to spacing requirement, u can try using it off 5D(CH)

Posted
>.< I mentioned the 5D Ch giving sweet spots for 3C ages ago =/

i meant for the 22B>6D combo in particular though, which is a little harsher on spacing that the other options. If this was old news though, my apologies

Posted

Well i found something by accident that I can't explore fully atm but for the non RC FC 4D combo, I found that if I accidentally get the cross-up j.D into d.4D instead of d.6D, you can 236B and it combos. quite likely another ender for that combo would be 236B 66C jc j.C j.B jc j.C 236C which may or may not break 5K.

(FC 4D d.6C d.2D d.5D d.5C 2147A 2B 2D 623D 66C jc j.D d.4D 236B 66C jc j.C j.B jc j.C 236C or something.)

Posted

I find it impossible to combo after the 236B, as they're simply too far. If you think about it, even 236A (6)6C is more strict than a lot of people give it credit for at longer ranges.

Posted

BTW,what corner combos do you guys use? Mine usually goes something like:

3C>22C>66C>4D>d.6C>d.2D>623D>(6C throw whiff cancel)x3>6C>5D>d.6B>d.5B>d.5C>sjc.jD>d.6D>Bloom>Fenrir

Builds 57 heat without Fenrir, 6048 damage with Fenrir, can also be started from throw for about 5.5k.

From 6B starter, just loop 6C throw cancel whiff twice and on the third 6C start the drive ender from jD. Also builds enough heat by itself to finish with Fenrir

Shamelessly plundered from a combo video, don't remember which one, but i find it easier to do than the other 4D>d.6C combo. Builds a wee bit more heat and 50 less damage so i'll take the heat.

Posted

The non-Haida d.6C combo off 3C I listed builds 60 heat and does 20 (yes 20 not a typo) more damage. HOWEVER, the variation you posted is afaik the most damaging off 6B at 4238/58. 200 damage for 2 less meter is a pretty nice deal.

Posted (edited)

Double checked about the heat and you're right. I have some trouble with 66C after 4D>236D, and it seems like it is necessary for certain characters so no bloody way i'm trying that online.

Edited by Chiizu
mental fart
Posted

my current highest damage 3C midscreen combos that work without needing hellish spacing skills (as long as 22BC->66C works, the combo works):

valk, rachel, tao, arakune, tager, bang, hakumen:

3C->22BC->66C->22B->6D->d.6C->2D->623D->66C->sjc->j.D->6D->d.6B->d.5C->jc->j.D->d.6B->fenrir (5.7k, builds the 50 heat on its own, does not need real careful spacing vs these)

makoto, ragna, jin, noel, carl, litchi, hazama, tsubaki:

3C->22BC->66C->5D->d.5C->d.6C->2D->623D->66C->sjc->j.D->6D->d.6B->d.5C->236D (4.6k)

if 50 heat, u can do: j.D->d.6B->fenrir (5.1k, 500 dmg for 50 heat is not too worth it, but if its for the kill, why not?)

lambda, mu:

3C->22BC->66C->5D->2D->623D->66C->sjc->j.D->6D->d.5C->d.6B->236D (4.3k)

if 50 heat: j.D->6D->d.6B->d.5C->jc->j.D->d.6B->fenrir (5.1k)

do we have anything more optimal than this?

I'm more looking for combos that assume your spacing was not flawless (since if my spacing is flawless, i can just go into 22B->6D for free 5.7k on everyone but lambda and maybe mu.) , so no haidas, and no 22B->6D unless its vs the 1s i mentioned above that are almost braindead no matter the spacing.

Posted
Double checked about the heat and you're right. I have some trouble with 66C after 4D>236D, and it seems like it is necessary for certain characters so no bloody way i'm trying that online.

I don't think it's possible to do 66C after a j.D d.4D Bloom and if it is, it's ridiculously hard. From my experience it'll only miss on Hakumen though (and maybe Tsubaki or Arakune or whoever else has a douchy hitbox, works on Hazama).

The best CS2 combos will probably be these combos and the 22B 6D combos lol assuming they didn't mess around with the proration too much.

makoto, ragna, jin, noel, carl, litchi, hazama, tsubaki:

3C->22BC->66C->5D->d.5C->d.6C->2D->623D->66C->sjc->j.D->6D->d.6B->d.5C->236D (4.6k)

if 50 heat, u can do: j.D->d.6B->fenrir (5.1k, 500 dmg for 50 heat is not too worth it, but if its for the kill, why not?)

Nice. I didn't know air hit d.5C comboed into d.6C at all.

Posted
I don't think it's possible to do 66C after a j.D d.4D Bloom and if it is, it's ridiculously hard. From my experience it'll only miss on Hakumen though (and maybe Tsubaki or Arakune or whoever else has a douchy hitbox, works on Hazama).

Well, it is. I tried and succeeded a few times, but i can't do it consistently. Granted, it's ridiculously hard to do.

Posted (edited)

I just want to point out real quick that at the end of most corner combos(After fenrir) you can mash 22B, while it doesn't really add much more damage(like 100 at most) it will net you about 25 heat, sometimes the timing is strict, and it makes oki a little harder, but getting back 25 after losing 50 can be pretty worth it sometimes.

EDIT: The heat gain really depends on the character, but 20% seems to be the standard.

Edited by LunaKage
Posted

Totally worth it. It also prevents them from emergency teching and the added distance makes your opponent think twice before forward rolling into his death. I actually think it is pretty effective to keep him in the corner.

Posted
Totally worth it. It also prevents them from emergency teching and the added distance makes your opponent think twice before forward rolling into his death. I actually think it is pretty effective to keep him in the corner.

True, plus the worst thing that could happen is your opponent teching before 22B can hit, which still leaves you at an advantage, if they tech before you can even do 22B, you just get a 2B instead, and a wiffed 2B is not all that bad when your opponent cant recover in time to punish.

Posted (edited)

Pizza, you can do 6C throw cancel 3 times before going into drive ender if you start your corner combo from a throw. 4 heat and about 200 extra damage doesn't hurt. You can start the drive ender with either 5D or jD, your call.

WTF, i know this sounds stupid coming from me but i have trouble with d.6b from 6B starter.

Do i need to delay it or what?

EDIT: Nevermind, i was pressing 5D too soon

Edited by Chiizu
Posted

I've gotten wins this way before, and the heat gain really does help when you need to build up for added pressure in the corner. They still have to think about how to get out first without taking more damage, and Noel can finish rounds with the corner so they have to take extra caution when making decisions. I've actually whiffed the 22B before and used it to setup a 6B/2D/6D/throw game out of it.

Posted

Nice. I didn't know air hit d.5C comboed into d.6C at all.

The combo requires practically no spacing, if 3C->22BC->66C works, then so will the full combo. Instead, its more timing dependant, you need to catch the opponents fairly low with 66C and have a small delay for practically ever move until d.6C hits, the delays are also a bit character dependant. Litchi and Ragna are the only ones that ever game me trouble trying to do this on them, but its still very very possible.

Funny enough, carl is the easiest, sometimes i could even do j.D->6D->d.6B->d.5C->jc->j.D->d.6B->fenrir ender on him (cant vs the others, they tech IMMEDIATELY after the last bullet and before the final hit), and he would tech a split second after getting hit by the final hit for like 5.4k. I only did this like twice though, never could make it happen again, probably revolves around the number of d.6C hits. I personally found it bloody hillarious that carl had a combo that could be modified for more dmg vs him than the rest of the cast.

Anywho, i find it pretty good, its not too hard on the most annoying hitboxes like hazama, tsubaki, and makoto :3

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