7r17r1 Posted November 26, 2010 Posted November 26, 2010 --- 22C reset combo --- 22C 66C 4D Bloom 6C 5D d.2D d.623D 6C Throw 6C Throw 6C j.D d.6D d.6B d.5B d.5C Bloom ~ ~5157/61 corner - Corner only. - Example way to reset into 22C if your opponent is mashing neutral tech and don't plan to block: blah blah 3C 22C 5C (neutral tech) 22C hit - No, this idea isn't practical but hey! reset into 6k! Why would you reset when you can oki ? ;D After a corner combo that ends with fenrir, or in the middle of a haida loop that just brought your opponent to the corner, you can land a 22B 22B is untechable, and most player think that Noel doesn't have any real untechable attack that gives a good oki, so they just mash recover while holding their guard So you just have to land a 22B then delay to okizeme 22C, they will often backroll (this will punish forward rolls too) =D and for the combo => 22C 66C 4D d.6C d.2D 623D 6C j.D d.4D 236D 66C d.5D d.6B d.5B d.5C 236D ~ no skill 6k combo =p
MiraclePizza Posted November 28, 2010 Author Posted November 28, 2010 (edited) Added some stuff including the double positive prorate combos off corner 3C and corner throw. That 22C reset combo is just there for shits and giggles because it's the only way I can think of to get a 22C combo starter lol. Edit: Aside from catching a roll with it. Edited November 28, 2010 by MiraclePizza
Runis Posted November 29, 2010 Posted November 29, 2010 (edited) Corner j.C(3) 66A 6C(2) sjc j236236D 66~~C 5D 6B 5B 5C sjc j.D 6D 236D - 4721 Damage 43 meter, Needs 39 to start, 5833 with a Fenrir follow up, Fenrir follow up requires 57 to start. j.C(3) 66A 6C(2) sjc j236236D 66~~C(2) sjc j236236D - 4.7K After the 6A you can jc at any point to block and punish a burst attempt mid screen j.C(3) 66A 6C B+C 66C 5D 6B 5C jc j.D 6D 236D. 3.3k j.C(3) 66A 6C 2D 623D 66C sjc j.D 6D 5C 6B 236D. 3491 No one was bring up j.C combos so meh. Edited November 29, 2010 by Runis
HexaNoid Posted November 29, 2010 Posted November 29, 2010 3C 22BC 66C 4D d.6C d.2D d.623D 6C j.D d.4D Bloom 6C 5D d.6B d.5B d.5C Bloom ~ 5241/60 corner I've been trying to get this combo down, but I keep whiffing the first d.6C. Any suggestions on how to pull this off?
MiraclePizza Posted November 29, 2010 Author Posted November 29, 2010 Hit the 66C and/or 4D low to the ground by delaying those moves but whatever you do don't delay the d.6C. About the j.C combos, I actually thought about including a j.B/j.C jumpin combo section but they're really almost the same thing as the 5A combos except with more damage but more situational. I do want to include them one way or another though, because the way those combos start should be pretty similar in CS2 as well.
HexaNoid Posted November 29, 2010 Posted November 29, 2010 Thanks for the tip. Also, if they're that similar to her 5A combos, why don't you just put a (j.C) at the beginning of those combos and note how much damage/heat gain you can get from it compared to without it. Or even simpler, just add a bit in the notes section that says her 5A combos can be started in that way? Just wondering.
Eng_08 Posted November 30, 2010 Posted November 30, 2010 On crouching opponent: 5a 5c 3c 22bc [66c 22b 22bc]x2 5d d.6b d.5c j.d 6d 236d. [3199] does not work on hazama and tsubaki.
Caedoe92 Posted December 16, 2010 Posted December 16, 2010 (edited) hey im just experimenting with noel, trying to learn/make up some combos and i wonder if anyone knows a good way to keep this combo going: 3d>d.6a>d.6c>214a>2b>22b>?? thanks :D Edited December 16, 2010 by Caedoe92 Just wanted to change the 3 into d.6 for the combo
Solid Rain Posted December 27, 2010 Posted December 27, 2010 Hi, i'm a new player and wanted some help as to what important, good/high damage, medium to difficult combos - to perform - I should be learning if I want to be able to play this game at a decent level. Looking at the first page it's kind of scary lol so if some of you guy's could advise me on which 5-10 I should pick out, that would be great. Thanks in advance
MiraclePizza Posted December 28, 2010 Author Posted December 28, 2010 hey im just experimenting with noel, trying to learn/make up some combos and i wonder if anyone knows a good way to keep this combo going: 3d>d.6a>d.6c>214a>2b>22b>?? thanks :D 2B 22B is not a combo. do 2B 6C 22B if you must go that route and it only works on certain characters anyways. Hi, i'm a new player and wanted some help as to what important, good/high damage, medium to difficult combos - to perform - I should be learning if I want to be able to play this game at a decent level. Looking at the first page it's kind of scary lol so if some of you guy's could advise me on which 5-10 I should pick out, that would be great. Thanks in advance I suggest you try most of them out anyways. A lot of that stuff is standard stuff that you should be doing off the starters I listed. There are some really hard ones like anything with a 6C 22B 6D or even the 6C(2) Thor dash combos but you should definitely at least learn the basic chain revolver combos and corner loops. I know that wasn't particularly helpful but it's really up to you to know where your execution barrier is so just try executing the combos first and you'll have a better idea of what level of execution you need to start improving on.
Runis Posted April 14, 2011 Posted April 14, 2011 Not that anyone cares about CS1 anymore, but in the corner - CH 2D d.6C d.2D d.5D 623D 6C(2) sjc Thor 66~C 5D d.5B d.5C sjc j.D 6D 236D Fenrir 6.5k uses 100 meter, requires 50 meter to start. (about 5.5k with no fenrir, and there's no meter loss if you have <70 meter when you start
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